Race Rules for Pathfinder

Kitsune (13 RP)


Standard Abilities (+2 Dex, +2 Cha, -2 Str) 0 RP
Medium size 0 RP
Humanoid (kitsune) 0 RP
Normal speed 0 RP
Standard language (Common, Kitsune; Bonus Lanugages: Ignan, Wevran) 0 RP
Low-light vision 1 RP
Change shape, lesser 3 RP
Skill Bonus (Acrobatics) 2 RP
Weapon Familiarity (Bows) 1 RP
Gnome Magic 2 RP
Bite, Bite Augmented 2 RP
Illusion Resistance 1 RP
Cat’s Luck 1 RP

Gnome Magic: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):

1/day—dancing lights, ghost sound, prestidigitation, speak with animals.

The DC is equal to 10 + the spell’s level + the user’s Charisma modifier.

Illusion Resistance: Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.

Cat’s Luck: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw.

Note: This is a slightly modified version of standard PF Kitsune (http://www.d20pfsrd.com/races/other-races/uncommon-races/arg-kitsune)

Ratfolk (? RP)


Ability Score Racial Traits: Ratfolk gain -2 Cha, +2 Dex, and +2 Int.
Type: Ratfolk are humanoids with the ratfolk subtype.
Size: Ratfolk are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Speed: Ratfolk have a base speed of 30 feet.
Languages: Ratfolk begin play speaking Common. and the Ratfolk language that I have promptly forgotten the name of!
Defense Racial Traits

Feat and Skill Racial Traits

Skill Bonus: Ratfolk have a +2 racial bonus on any single Craft skill, Perception, and Use Magic Device checks. Bonus Feat Ratfolk receive Magical Aptitude as a bonus feat. Magical Racial Traits

Envoy: A ratfolk with an Intelligence score of 11 or higher gains the following spell-like abilities (the caster level is equal to the her character level): 1/day — comprehend languages, detect magic, detect poison, read magic

Movement Racial Traits

Fleet-Footed: Ratfolk receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Offense Racial Traits

Senses Racial Traits

Darkvision: Ratfolk can see in the dark up to 60 feet.
Weakness Racial Traits
Other Racial Traits
Rodent Empathy: Ratfolk have a +4 bonus on Handle Animal checks made to influence rodents

Wevra (13 RP)


Outsider (native), Air 3 RP
Medium 0 RP
Normal Speed 0 RP
Standard Language (Common, Wevran; Bonus Languages: Machatan[Frogfolk], Sylvan, Humanoid, Giant, Scottish, Muroidean[Ratfolk]) 0 RP
Standard Abilities (+2 Dex, +2 Wis, -2 Con) 0 RP
Flight (fly 30 ft, clumsy) 4 RP
Weather Savvy 1 RP
Natural Attack (talons) 1 RP
Breeze-Kissed 4 RP

Weather Savy: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.

Breeze-Kissed: Members of this race are surrounded by swirling winds, gaining a +2 racial bonus to AC against non-magical ranged attacks. They can calm or renew these winds as a swift action. Once per day, a member of this race can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Doing so exhausts the user’s breeze-kissed ability for 24 hours. This is a supernatural ability.

Scots (12 RP)


Humanoid (scot) 0 RP
Medium 0 RP
Normal Speed 0 RP
Ability Score Modifiers (+2 Con, +2 Wis, -2 Cha) 0 RP
Standard Languages (Common, Scottish; Bonus: ) 0 RP
Defensive training, lesser (+4 Dodge vs Frost Giant) 1 RP
Hardy 3 RP
Stability 1 RP
Hatred (+1 Atk vs Free Men, Frost Giants) 1 RP
Weapon familiarity 2 RP
Ferocity 4 RP

Hardy: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Ferocity: Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.

Free Men (9-14 RP)


[Note: This race bends the rules for racebuilding some.]
Humanoid (scot) 0 RP
Medium 0 RP
Normal 0 RP
Paragon (+4 Str, –2 Int, –2 Wis, –2 Cha) 1 RP
Standard Languages (Common, Scottish; Bonus: ) 0 RP
Ferocity 4 RP
Weapon familiarity 2 RP
Darkvision 60 ft 2 RP
Claws 2 RP

Due to the curse Cthulhu laid on them, they have 2 random mutations: 1 beneficial , 1 negative. (Roll d20):

Negative (Roll 1d20)

Frost Giant (22 RP)


Outsider (native, cold), Water 3 RP
Large 7 RP (+2 Str, -2 Dex, -1 AC, -1 Atk, +1 CMB, -4 Stealth, Reach 5)
Normal Speed 0 RP
Standard Abilities (+2 Str, +2 Cha, -2 Dex)
Standard 0 RP (Common, Giant; Bonus: )
Advanced Strength (+2 Str) 4 RP
Low-Light Vision 1 RP
Elemental Immunity (Cold) 4 RP
Elemental Vulnerability (Fire) -2 RP
Rock Catching 2 RP
Rock Throwing 3 RP

Other Races