Race Builder
The Race Builder lets you create a custom race by spending Race Points (RP) on racial qualities and racial traits. The number of RP you have, and the tier of traits you can access, depend on the power level you and your GM agree on.
| Power Level | RP Range | Traits per Category | Trait Tiers Allowed |
|---|---|---|---|
| Standard | 1–10 | ≤ 3 | Standard only |
| Advanced | 11–20 | ≤ 4 | Standard + Advanced |
| Monstrous | 20+ | ≤ 5 | Standard + Advanced + Monstrous |
Traits that cost 0 RP or a negative RP value can still be taken freely or earn back RP, but still count toward the per-category maximum. Qualities are mandatory (one choice per quality category); traits are optional.
Step 1 — Concept
Before spending RP, define your race's identity. A race is a collection of people with shared history and culture, not just a bundle of mechanical options. Consider:
- Where does your race tend to live, and why?
- What does your race look like? How does appearance adapt to its environment?
- What is your race's history? Does it have a creation myth or pivotal events?
- What relationships does your race have with other races — allies, rivals, enemies?
- What classes does your race tend to favor?
Races without a CON score use modified ability score generation. Adjust as follows:
- Standard: Roll 4d6 (drop lowest) five times, skip CON.
- Classic: Roll 3d6 five times, skip CON.
- Heroic: Roll 2d6+6 five times, skip CON.
- Dice Pool: 20d6 pool (instead of 24d6); min 3d6 per non-CON score.
- Purchase: Assume CON 10; buy remaining five scores normally.
Treat a party with advanced or monstrous races as a higher APL for encounter design. For mixed groups, average RP and round to the nearest 10.
| Avg RP | APL 1–5 | APL 6–10 | APL 11–15 | APL 16–20 |
|---|---|---|---|---|
| 20 | +1 | +0 | +0 | +0 |
| 30 | +2 | +1 | +0 | +0 |
| 40 | +3 | +2 | +1 | +0 |
Step 2 — Racial Qualities
Qualities are mandatory — you must choose one option from each of the six categories below. Qualities often serve as prerequisites for racial traits. The RP cost of your type also limits which types are available at each power level (you cannot choose a type whose RP cost equals or exceeds your power level's maximum RP).
All race types assume humanoid shape (two arms, two legs, torso, head) and 0 Hit Dice — class levels supply HD, BAB, saves, and skills.
| Type | RP | Granted Features |
|---|---|---|
| Humanoid | 0 | Breathes, eats, sleeps. Must choose ≥ 1 subtype. |
| Fey | 2 | Low-light vision. Breathes, eats, sleeps. |
| Aberration | 3 | Darkvision 60 ft. Breathes, eats, sleeps. |
| Monstrous Humanoid | 3 | Darkvision 60 ft. Breathes, eats, sleeps. |
| Outsider (native) | 3 | Darkvision 60 ft. Breathes, eats, sleeps. May have planar ties. |
| Dragon | 10 | Darkvision 60 ft, low-light vision. Immune to sleep & paralysis. Breathes, eats, sleeps. |
| Plant | 10 | Low-light vision. Immune to mind-affecting, paralysis, poison, polymorph, sleep, stun. Breathes and eats; does not sleep. |
| Undead | 16 | No CON score (uses CHA for HP/Fort). Darkvision 60 ft. Immune to mind-affecting, bleed, death, disease, paralysis, poison, sleep, stun, nonlethal, ability drain, energy drain. Harmed by positive energy. Advanced+ only. |
| Construct | 20 | No CON score. Low-light vision, darkvision 60 ft. Immune to mind-affecting; cannot heal naturally; not subject to ability damage/drain, fatigue, exhaustion, energy drain, nonlethal. Destroyed at 0 HP. Monstrous only. |
Special Subtypes — for standard races wanting construct or undead flavor at lower RP cost:
| Subtype | RP | Key Features |
|---|---|---|
| Half-Construct | 7 | +2 on saves vs. disease, mind-affecting, poison, exhaustion/fatigue. Cannot be raised or resurrected. Does not need to eat, breathe, or sleep. |
| Half-Undead | 5 | Darkvision 60 ft. +2 on saves vs. disease and mind-affecting. No penalty from energy drain (still killed by excess negative levels). Harmed by positive energy. |
| Size | RP | Modifiers |
|---|---|---|
| Medium | 0 | No size bonuses or penalties. 5 ft. space, 5 ft. reach. |
| Small | 0 | +1 AC, +1 attack, −1 CMB/CMD, +4 Stealth. 5 ft. space, 5 ft. reach. |
| Tiny | 4 | Prereq: Non-humanoid type. +2 DEX, −2 STR; +2 AC, +2 attack, −2 CMB/CMD, +8 Stealth. 2½ ft. space, 0 ft. reach (must enter enemy square to attack). |
| Large | 7 | Prereq: Humanoids must have giant subtype. +2 STR, −2 DEX; −1 AC, −1 attack, +1 CMB/CMD, −4 Stealth. 10 ft. space, 5 ft. reach. |
| Option | RP | Speed |
|---|---|---|
| Normal Speed | 0 | 30 ft. Many movement racial traits require this as a prerequisite. |
| Slow Speed | −1 | 20 ft. If Medium, speed is never modified by armor or encumbrance. |
Physical = STR/DEX/CON · Mental = INT/WIS/CHA. These bonuses count as racial bonuses for trait prerequisites (except Human Heritage).
| Modifier Type | RP | Effect |
|---|---|---|
| Standard | 0 | +2 to one physical, +2 to one mental, −2 to any other. |
| Human Heritage | 0 | Prereq: Human subtype. +2 to any single ability score chosen at character creation. |
| Weakness | −1 | +2 to one physical, +2 to one mental, −4 to any other. |
| Greater Weakness | −3 | Pick physical or mental. −4 to one, −2 to another of that group, +2 to the third. |
| Mixed Weakness | −2 | Pick physical or mental. +2 one, −2 another from that group; +2 one, −4 another from the other group. |
| Paragon | 1 | +4 to one score; −2 to all ability scores of the opposite group (physical vs. mental). |
| Specialized | 1 | Pick physical or mental. +2 to two of that group; −2 to one of the other group. |
| Flexible | 2 | +2 to any two ability scores. |
| Greater Paragon | 2 | +4 to one score; −2 to one physical; −2 to one mental. |
| Advanced | 4 | Prereq: Advanced or monstrous. Pick physical or mental. +2 to all of that group; +4 to one of the other group; −2 to one other of that other group. |
"Racial language" means your race's own tongue, Draconic (reptilian subtype), a planar language (outsider native), or the language of the race that created them (construct/undead). Undercommon can replace Common for Darklands races.
| Option | RP | Starting & Bonus Languages |
|---|---|---|
| Xenophobic | 0 | Racial language only (races without a racial language cannot take this). High INT selects from up to 4 chosen languages (must include Common). |
| Standard | 0 | Common + racial language. High INT selects from up to 7 chosen languages (not Druidic or secret languages). |
| Linguist | 1 | Common + racial language. High INT may learn any non-secret language. |
Humanoid subtypes as prerequisites: Some racial traits list a specific humanoid subtype (e.g., "catfolk subtype," "ratfolk subtype") as a prerequisite. GMs may treat these as suggestions — rename the subtype prerequisite to fit the race being built.
Step 3 — Racial Traits
After choosing all racial qualities, spend remaining RP on optional racial traits. Traits are divided into nine categories. You can take up to 3 (standard), 4 (advanced), or 5 (monstrous) traits per category, and can only choose traits at or below your power level's tier. All racial traits are extraordinary abilities unless noted otherwise; each can only be taken once unless its Special entry says otherwise.
Each trait entry lists: Name (RP cost) · Prerequisites · Benefit · Special (if any). Negative-cost traits (weaknesses) earn back RP but still count toward your category maximum.
Full Racial Trait ReferenceReady to build?
The Race Forge lets you create custom races with an RP budget tracker, pick traits from the ARG library, and add your own homebrew traits.
Open Race Forge