TEXT: RACE CREATION COOKBOOK
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  Design, Inc.
  Race Creation Cookbook
  
  PAGE  1  OF 31
  RACE CREATION COOKBOOK
  INTRODUCTION TO RACE BUILDING
  Constructing good races is an important part of world 
  building. The societies of individual races can serve as 
  excellent starting points for character development while 
  providing numerous hooks and pathways for the GM to 
  build adventures around. When constructing a race, there 
  are 3 primary concerns you should look at:
   •  Utility for the Player: A race isn’t going to serve 
  much of a purpose if nobody wants to play it. A well-
  made race should be interesting to the players in terms 
  of both abilities and flavor.
   •  Balance in the Game: You don’t want to provide an 
  individual player with too much mechanical advantage 
  over the others. A little bit of advantage, especially 
  if a player has to work it out and ‘tweak’ it, can be 
  rewarding for some but going overboard may cause 
  other players to complain.
   •  Consistency in the Setting: Setting up interactions 
  that mesh well with the setting is useful for players 
  who are more into immersion, while providing inter-
  esting avenues for adventure. 
  These concerns can have various levels of impact 
  depending on what your group thinks of as fun, of course, 
  but you wouldn’t have picked this supplement up if you 
  weren’t concerned about balance. So here we’re mainly 
  going to deal with two things: the relative power of 
  different racial features, and a few suggestions as to how to 
  use them in an interesting way. A breakdown of the stan-
  dard races is also available. Let’s cut to the chase!
  A POINT-BASED RACE  
  CREATION SYSTEM
  The system used in this book is straightforward, simply 
  build a race to your specifications using the point costs 
  supplied for all abilities. LA +0 races should start at around 
  100 to 120 points. This is actually somewhat stronger than 
  an average core race, but it allows a bit of lassitude for 
  creating more interesting species. For each LA +1 beyond 
  that, you can expand the points available by 100-120. If 
  you feel the need to lower or raise either of these values for 
  a lower or higher powered campaign, feel free to do so.
  SECTION 1: CORE ABILITY  
  SCORE ADJUSTMENTS
  These are the first racial adjustments you’ll probably 
  be looking at when building a race. All of the races in 
  Pathfinder Roleplaying Game are adjusted in one of two 
  ways:
   • +2 to two ability scores and -2 to another
   •  +2 to any ability score (this adjustment is used for 
  races with human blood.)
  In some ways, this is equitable and a useful starting point 
  to begin race construction. If you wish, you can use this 
  standard Pathfinder Roleplaying Game template and it 
  won’t cause serious problems.
  In other ways this isn’t equitable because certain ability 
  scores have much more weight for certain characters. 
  Each set of ability score adjustments will have a particular 
  profile that provides advantage to particular base classes. 
  This is complicated by the fact that some base classes have 
  much more inherent power than others.
  BUYING STAT ADJUSTMENTS
  Assuming you’ve decided not to use the basic +2 to two 
  stats, -2 to another, we’ve averaged the values of all the 
  stats across classes and provided a chart below. These 
  values aren’t really indicative of how much a stat will be 
  worth to any particular build but do give an overall impres-
  sion of how useful a given stat is.
  Stat 
  Average Value
  Strength 
  26
  Dexterity 
  40
  Constitution 
  32
  Intelligence 
  42
  Wisdom 
  37
  Charisma 
  49
  Note: When creating stat adjustments, it is wise not to go 
  beyond a total adjustment of +4 per LA, and never more 
  than +2 in any one stat per LA. Otherwise you can wind up 
  with things like spell DCs going way too high for a given 
  level.
  STRENGTH
  Raw Adjustments: For every 2 points of strength past 
  10, the character gains a +1 to hit with melee, and a +1 
  to damage with melee or hurled weapons. This damage is 
  increased by 50% when wielding a weapon two-handed.
  Skills: Climb, Swim. These are both relatively weak skills 
  that quickly lose their use on the advent of mid-level 
  magic. Both have armor check penalties. They are consid-
  ered mid-level since you’re pretty much guaranteed to be 
  able to use one or the other at some point.
  Other: Strength increases carrying capacity. This can also 
  be rendered ineffectual by magic. Many GMs also simply 
  
  PAGE  2  OF 31
  RACE CREATION COOKBOOK
  don’t pay attention as encumbrance is a degree of micro-
  management that can be a bit tiresome.
  Classes: Favors melee classes. Barbarian, fighter, monk, 
  some rogue builds, some cleric builds, some druid builds, 
  paladins, melee rangers – all of these can benefit from the 
  extra hit and damage a high strength brings.
  ASSESSMENT
  Strength, in a classically run campaign, tends to be quite 
  useful at low level then quickly takes a dive as magic and 
  bonus damage from various sources outstrips it.  However, 
  in a lower-magic setting strength becomes progressively 
  more powerful. This is also true in a more survival-oriented 
  campaign, where the opportunity to refresh magic is rare 
  and certain spells (rope trick and its ilk) are restricted. 
  Additionally, the feat Power Attack increases the value of 
  strength when it is taken.
  Racial Associations
  Positive Keywords: Martial, powerfully built, large, stern, 
  just, associated with symbols of power, or associated with 
  ruling gods.
  Negative Keywords: Violent, warlike, savage, slaves, 
  corrupt, associated with brutal and ancient deities, associ-
  ated with destruction.
  Strong races are often related to powerful local creatures 
  such as dragons or giants. The Sun is a traditional symbol 
  associated with strength, as is the element Fire. If your 
  campaign world has vastly different symbols and associa-
  tions of power (say for example Dragonflies are considered 
  harbingers of the deities), then the connections to that 
  symbol may imply a number of completely different racial 
  features (insectial races could have strength adjustments.) 
  Physical size and strength can also imply stupidity or a 
  race that is used for labor purposes.
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 to hit: Equivalent, but stacking with Weapon Focus. 
  15 points. Value is 5 points for sorcerers and wizards, who 
  still need some attack bonus for melee touch.
  +1 or +1.5 to damage: Equivalent but stacking with ½ of 
  weapon specialization. 8 points or 12 points.
  Skills: +1 to 2 moderate skill checks. 4 points.
  Encumbrance: Equivalent to a very weak feat. 4 points.
  Note: ranged stats assume composite weapons.
   • Barbarian: 31 points per +2
   • Barbarian (2 hander): 35 points per +2
   • Bard: 23 points per +2
   • Cleric (caster): 23 points per +2
   • Cleric (melee): 31 points per +2
   • Druid (caster): 23 points per +2
   • Druid (melee): 31 points per +2
   • Fighter: 31 points per +2
   • Fighter (2 hander): 35 points per +2
   • Monk: 31 points per +2
   • Paladin: 31 points per +2 
   • Ranger (melee):  31 points per +2 
   • Ranger (ranged): 16 points per +2 
   • Rogue (melee): 31 points per +2
   • Rogue (utility or ranged): 13 points per +2
   • Sorcerer: 13 points per +2
   • Wizard: 13 points per +2
  DEXTERITY
  Raw Adjustments: For every 2 points of dexterity past 
  10, the character gains a +1 to hit with ranged, a +1 dodge 
  bonus to AC, and +1 to initiative.
  Skills: Acrobatics, Disable Device, Escape Artist, and 
  Stealth are all high-value skills. Fly and Ride are medium 
  value, and sleight of hand is low value. Most have armor 
  check penalties. Many of these skills are quite useful for 
  combat mobility.
  Other: Dexterity increases reflex saves by +1 for every 
  2 points past 10. While reflex is the weakest save, it still 
  has some small impact at lower levels and against some 
  effects.
  Classes: Favors ranged classes and rogues. Many classes 
  can now benefit from several skills that were traditionally 
  thought of as ‘rogue’, like stealth and acrobatics. However, 
  these skills are strongly hampered by the heavy armor 
  worn by some front-line classes. This is relieved by mid to 
  late level where magic, special materials, or class features 
  mitigate this effect somewhat.
  ASSESSMENT
  Dexterity starts out very useful, dips a bit in the mid 
  levels, and then becomes useful again towards the end 
  when initiative is essential. The value of dexterity is really 
  dependent on what type of armor you’re planning on using, 
  since both the effectiveness of the powerful dexterity 
  skills and the dodge bonus to AC are hampered by heavier 
  armor. This cannot be modeled with a point buy system 
  because players will look for a desirable max dexterity cap, 
  and past this point a +2 to dexterity won’t do very much 
  
  PAGE  3  OF 31
  RACE CREATION COOKBOOK
  for them. The point values below assume that the +2 to 
  dexterity will be fully utilized.
  Racial Associations
  Positive Keywords: Graceful, subtle, quick, associated with 
  messengers, associated with travel, wilderness, elusiveness.
  Negative Keywords: Sneaky, underhanded, cowardly, 
  unpredictable, associated with outsiders, associated with 
  deep wilderness.
  Quick races are often tied to sylvan creatures. They 
  are traditionally associated with the element of Air and 
  flight. The theme of subtlety over brute force is physically 
  oriented when it comes to high dexterity races, in this case 
  grace and precision is the name of the game. Quick races 
  can also be tied to dance and beauty, as well as nomadic 
  people.
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 to AC: Equivalent to, but stacking with Dodge. 14 
  points.
  +1 to hit with ranged weapons:  Equivalent but stacking 
  with weapon focus. 15 points. This is downgraded to 
  5 points for sorcerers and wizards, both of whom will 
  often use ranged touch attacks but who don’t use them as 
  frequently as a regular ranged fighter.
  +1 to initiative: Equivalent to 1/4th of improved initiative, 
  stacks. 5 points.
  +1 bonus to 4 good skills, 2 medium skills, and a poor 
  skill: Total value is 17 points.
  +1 bonus to reflex saves: Equivalent to ½ of lightning 
  reflexes, stacks. 3 points.
  Note: The actual value of AC and the skills can drop 
  significantly for arcane casters, depending on their build 
  and the magical defenses they use.
   • Barbarian: 34 points per +2
   • Bard: 34 points per +2
   • Cleric (melee): 34 points per +2
   • Cleric (ranged): 54 points per +2
   • Druid: 34 points per +2
   • Fighter (melee): 34 points per +2
   • Fighter (ranged): 54 points per +2
   • Monk: 34 points per +2
   • Paladin: 34 points per +2 
   • Ranger (melee): 34 points per +2 
   • Ranger (ranged): 54 points per +2 
   • Rogue (melee): 34 points per +2
   • Rogue (utility or ranged): 54 points per +2
   • Sorcerer: 34 points per +2
   • Sorcerer (ranged touch specialist): 44 points per +2
   • Wizard: 34 points per +2
   • Wizards (ranged touch specialist): 44 points per +2
  CONSTITUTION
  Raw Adjustments: For every 2 points of constitution past 
  10, the character gains a +1 hit point per hit die.
  Skills: None. Constitution does come into play frequently 
  for effects which test concentration and endurance, 
  however. These effects function much like skills, but are 
  conditional enough that they aren’t factored into the equa-
  tion.
  Other: Constitution increases fortitude saves by +1 for 
  every 2 points past 10. Fortitude is likely the second most 
  powerful save, preventing a variety of heavy damage or 
  debilitating effects.
  Classes: Constitution is important to every class. Extra hit 
  points are essential and have an additive effect for every 
  level, and a high fortitude save is extremely important to 
  avoid serious problems like poison and petrification.
  ASSESSMENT
  Constitution has a fairly constant value across all classes. 
  Proportionately it’s slightly more useful to classes with low 
  hit dice and less armor, because a flat 1 hit point per level 
  is a buffer against incoming damage that a good AC and 
  high hit die can’t provide. Even given this, a good constitu-
  tion is essential for every class and you can never safely 
  dump it. In most cases it is a secondary or tertiary stat.
  Racial Associations
  Positive Keywords: Hardy, vital, associated with plains 
  or forests, long-lived, associated with difficult conditions, 
  earthy, healthy, fecund
  Negative Keywords: grunt labor, over populated, simple, 
  associated with animals or wild blood, stubbornness, slow, 
  abused
  Races with a high constitution are known for durability 
  and a number of associated qualities such as longevity, 
  resistance to disease, ability to survive in difficult condi-
  tions, and the element earth. At the same time, the high 
  survivability of such a race can transform them into an 
  easy labor pool or slave people. Long lifespans can make 
  a high-constitution race stubborn or slow in thought or 
  deed. The idea of extreme resilience being associated with 
  
  PAGE  4  OF 31
  RACE CREATION COOKBOOK
  wild animals or mixing with animals is a common theme, 
  making constitution a good pick for a ‘beastman’ type race.
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 hp per level: Similar to toughness or having your hit 
  die improved by 1. Worth 25 points.
  +1 bonus to fortitude saves: Equivalent to ½ of great 
  fortitude, stacks. Worth 4 points.
  Bonus to concentration and endurance-related checks. 
  Worth +1 points.
   •  All classes are roughly equivalent, with constitution 
  being worth 30 points. One could argue that the stat is 
  slightly more valuable for smaller hit die classes, along 
  the lines of 34 points, both for the bonus to concentra-
  tion and the relatively higher hit point contribution.
  INTELLIGENCE
  Raw Adjustments: For every 2 points of intelligence past 
  10, the character gains a +1 skill point per hit die.
  Skills: Lots. Spellcraft, a high value skill, all the knowl-
  edge skills, which are mid value, plus appraise and craft. 
  Appraise is low value, craft is generally low value but it 
  depends a lot on the campaign.
  Casting: Intelligence is especially useful for the Wizard 
  and other intelligence-based casters. Each 2 points of intel-
  ligence beyond 10 translate into a +1 DC on ALL spells, as 
  well as a selection of bonus spells castable per day. This is 
  a huge advantage and any intelligence-based casters should 
  prioritize intelligence at the expense of all other stats.
  Classes: The value of intelligence varies by class. For 
  fighters and clerics or really any class that isn’t expected 
  to have a high skill selection, intelligence can be dumped 
  unless it’s needed to qualify for a prestige class or a feat. 
  For wizards and other intelligence-based classes, the value 
  is off the charts, worth close to three times as much as any 
  other stat. Rogues benefit slightly from Major Magic (+5).
  ASSESSMENT
  Intelligence was always a strong stat for wizards and a 
  reasonable stat for skill-monkey type rogues or bards, at 
  least as far as their utility got them. It was a dump stat 
  for most other classes, however. Things have changed a 
  bit now with the restrictions of cross-class skills lifted. 
  Intelligence is still potentially a dump stat, but it generally 
  outpaces charisma by a wide margin for those classes who 
  could previously choose to dump either.
  Racial Associations
  Positive Keywords: Scholarly, reserved, magical, 
  advanced, mystical, ancient civilizations, languages, 
  psionics, contemplation, technological
  Negative Keywords: Arrogant, stuffy, detail-obsessed, 
  aristocratic, detached, uncaring, frail
  Intelligent races are often associated with magic, espe-
  cially arcane magic. Oftentimes, the ancient super-race in 
  any campaign world is noted for its great intelligence and 
  skill with magic and technology. In the most archetypical 
  variants of this type of society, enhanced intelligence 
  usually comes with a degree of arrogance that causes a fall 
  from grace or great sorrow for their people.
  Intelligence can imply scholarly or scientific attitudes or 
  a reserved character as well. A race’s higher intelligence 
  can mirror a weakness in the body or even a weakness in 
  morality. 
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 skill point per level: 20 points.
  +1 to spellcraft, knowledge skills, appraise and craft: 
  15 points total. While the knowledge skills are assumed to 
  be moderate value (2 points per +1), any individual char-
  acter is not going to use more than half of them since all 
  members of a group can cover the various knowledges as a 
  group. Additionally, only casters actively need spellcraft.
  +1 bonus to save DCs for intelligence-based casters: 
  Assuming the average caster makes use of 4 schools that 
  have frequent saves, this is worth 4(!) applications of the 
  Spell Focus feat. This is not a cheap feat either, that’s 15 
  points a pop. The bonus spells are secondary at around 20 
  points.
   • Barbarian: 32 points per +2
   • Bard: 35 points per +2
   • Cleric: 32 points per +2
   • Druid: 35 points per +2
   • Fighter: 32 points per +2
   • Monk: 32 points per +2
   • Paladin: 35 points per +2 
   • Ranger: 35 points per +2 
   • Rogue: 40 points per +2
   • Sorcerer: 35 points per +2
   • Wizard: 115 points per +2
  WISDOM
  Raw Adjustments: Wisdom has no raw adjustments.
  
  PAGE  5  OF 31
  RACE CREATION COOKBOOK
  Skills: Only a handful, but most are really good. 
  Perception is one of the only two ‘top’ level skills, useful 
  to absolutely everyone. Sense motive will have a use in 
  every non-combat encounter. Survival has a moderate 
  value. Meanwhile, profession is bad.
  Other: Wisdom increases will saves by +1 for every 2 
  points past 10. Will is the most powerful save, preventing a 
  cornucopia of debilitating effects that have the potential to 
  put someone out of combat instantly.
  Casting: Wisdom is just as useful for wisdom-based 
  casters as intelligence is for wizards. Each 2 points of 
  wisdom beyond 10 translate into a +1 DC on ALL spells, 
  as well as a selection of bonus spells castable per day. 
  Again, any wisdom-based casters should prioritize wisdom 
  at the expense of all other stats.
  Classes: Wisdom is universally slightly useful because 
  it boosts a few very important skills and the most impor-
  tant save. However, outside of wisdom-based classes like 
  clerics and druids (or the partial casters, paladin and 
  ranger), it’s usually safe to leave wisdom at around 10 
  or even 8; you won’t be gaining much active bonus from 
  it. Monks use wisdom fairly heavily. It increases their Ki 
  pool (+10) and improves the save DCs of their various 
  fist powers (+15). Finally, it even boosts their AC (+15). 
  Rangers get a boost from wisdom as well – it increases 
  the duration of their hunter’s bond (+5 points), and grants 
  bonus spells and save DCs (+40).
  ASSESSMENT
  Wisdom is still most useful for wisdom-based casters, 
  but with the retooled way of dealing with cross-class 
  skills, important wisdom based skills like perception 
  and sense motive are now universally useful. This being 
  said, not everyone in the party has to be super perceptive, 
  and assuming there are enough people who can serve as 
  scouts, the more fighting-based characters can settle for a 
  minimum value that lets them access their class features 
  and any needed feats.
  Racial Associations
  Positive Keywords: Austere, ancient, cautious, perceptive, 
  faithful, mentally strong, righteous, noble, ascetic, associ-
  ated with religion.
  Negative Keywords: Dogmatic, fanatic, withdrawn, super-
  stitious.
  Wisdom is usually seen as a positive trait as is made clear 
  by the list of positive keywords. If you need a negative 
  attribute, it’s the core stat for Clerics and Druids and so 
  you can take the negative aspects of religion and apply 
  them to a wise race.
  Wisdom really only covers perception and divine spell-
  casting, and so most wise races are associated with either 
  or both of those. Wisdom is also seen as something like 
  intelligence but more ‘natural’ and untrained. So a race 
  of old forest shamans or treant-like creatures could easily 
  have a wisdom focus.
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 to Will saves: Equivalent to ½ of iron will, stacks. 
  Worth 3 points.
  +1 to perception, sense motive, heal, survival, and 
  profession: 12 points. Two top-level skills, two mid, and 
  one that is generally useless.
  +1 bonus to save DCs for wisdom-based casters: 
  Assuming the average caster makes use of 4 schools that 
  have frequent saves, this is worth 4 applications of the 
  Spell Focus feat. This is not a cheap feat either, that’s 15 
  points a pop. The bonus spells are secondary at around 20 
  points. This is costed identically to intelligence.
   • Barbarian: 15 points per +2
   • Bard: 15 points per +2
   • Cleric: 95 points per +2
   • Druid: 95 points per +2
   • Fighter: 15 points per +2
   • Monk: 55 points per +2
   • Paladin: 15 points per +2 
   • Ranger: 60 points per +2 
   • Rogue: 15 points per +2
   • Sorcerer: 15 points per +2
   • Wizard: 15 points per +2
  CHARISMA
  Raw Adjustments: No raw adjustments for charisma.
  Skills: Charisma has 7 skills, one of which is top tier 
  – use magic device. This is a fantastic skill. The others 
  are all mixed bag. They are all social or subterfuge type 
  skills which are going to vary in value depending on the 
  campaign.
  Other: Charisma doesn’t do a hell of a lot!
  Casting: Another caster stat. Charisma is very useful to 
  bards and sorcerers because they derive their bonus spells 
  and save DCs from it. Prioritize charisma as one of these 
  classes and you’ll not regret it.
  
  PAGE  6  OF 31
  RACE CREATION COOKBOOK
  Classes: Charisma is useful, primarily, for bards and 
  sorcerers. Bards gain extra rounds from their Bardic Music 
  class feature (+5). Some sorcerer bloodlines gain a few 
  extra uses of powers (+10). Clerics can benefit from the 
  channel energy feature as well, improving the save DCs 
  and gaining extra uses of their channel energy feature 
  (+15). Paladins gain extra channel energy uses (+8), a 
  bonus to all their saves (+18), a boost to their attack bonus 
  when smiting (+5), a bonus to their AC against targets 
  of their smite (+5), a more powerful lay on hands (+5), 
  and increased spell DCs and bonus spells out of charisma 
  (+40). That’s a lot of stuff.
  ASSESSMENT
  Charisma is great for three classes. For Bards and 
  Sorcerers, it is directly tied to their casting abilities. 
  Paladins make use of charisma for a good chunk of their 
  class features as well. Clerics also have some secondary 
  benefit from charisma. Anyone else can honestly dump this 
  stat unless they want to be the party face.
  Racial Associations
  Positive Keywords: Outgoing, Open, Tolerant, Beautiful, 
  Forceful, Diplomatic, Gregarious, Social, Courtly.
  Negative Keywords: Deceptive, Shifty, Manipulative, Two-
  Faced, Superficial, Flighty.
  Charisma is primarily concerned with social skills. This 
  means if you’ve got a race of loners, you’re probably not 
  looking into charisma as a stat boost. The stat can be used 
  to highlight both the positive and negative associations 
  of being very social; in many societies these aspects are 
  different sides of the same coin.
  Charisma can also simply be impressive beauty. When 
  you’re dealing with a wide variety of different races this 
  can get hard to adjudicate, so as opposed to physical 
  elements a crafty GM can use more subtle and indi-
  rect forms of beauty – such as a smooth, lulling voice, a 
  powerful and compelling aura, or unnaturally pleasing 
  movement.
  VALUES OF EACH INDIVIDUAL ADJUSTMENT:
  +1 to use magic device, bluff, diplomacy, disguise, 
  handle animal, intimidate, perform: 16 points. A top 
  level skill, two high skills, two mid and two low means 
  charisma is about as diverse as dexterity for skill selection.
  +1 bonus to save DCs for charisma-based casters: 
  Assuming the average caster makes use of 4 schools that 
  have frequent saves, this is worth 4 applications of the 
  Spell Focus feat. This is not a cheap feat either, that’s 25 
  points a pop. The bonus spells are secondary at around 20 
  points. This is costed identically to intelligence.
   • Barbarian: 16 points per +2
   • Bard: 121 points per +2
   • Cleric: 31 points per +2
   • Druid: 16 points per +2
   • Fighter: 16 points per +2
   • Monk: 16 points per +2
   • Paladin: 97 points per +2 
   • Ranger: 16 points per +2 
   • Rogue: 16 points per +2
   • Sorcerer: 106 points per +2
   • Sorcerer with beneficial bloodline: 126 points per +2
   • Wizard: 16 points per +2
  SECTION 2: BONUS FEATS  
  VERSUS RACIAL FEATURES
  After looking at ability score adjustments, you want to take 
  a look at which feats and free features are best suited for 
  your race. Let’s first define the difference between Feats 
  and racial Features:
   •  Bonus Feats: These are identical to the feats found in 
  any sourcebook. They are simply provided as a bonus 
  at first level. Once you have a feat, you generally 
  cannot take another – they do not stack.
   •  Racial Features: Racial features are similar to feats, 
  but stack with them. For example, the Elven Magic 
  racial feature that provides a +2 bonus to caster level 
  checks to overcome spell resistance is identical to the 
  feat Spell Penetration, but is considered a racial bonus 
  and stacks with Spell Penetration.
  Either Bonus Feats or Racial Features can be applied as 
  advantages for your race. There are advantages to each.
   •  Bonus Feats are more like a head start. Since they 
  don’t stack with feats selected from leveling, a race 
  with Bonus Feats can’t actually become stronger than 
  other races in their focus if the member of another race 
  invests in the feat as well. This prevents some game 
  balance problems.
   •  Racial Features are an indication that a race is strictly 
  better at certain things than members of all other races. 
  They can double up with feats that focus in the same 
  areas as their Racial Features. This provides good 
  flavor but can result in some balance problems. As 
  a result, Racial Features are costed 25% higher than 
  bonus feats.
  
  PAGE  7  OF 31
  RACE CREATION COOKBOOK
  FEAT LIST
  Following is a list of feats and their point values when 
  provided as a bonus feat. Most feats left out were deemed 
  inappropriate as racial features.
  SCORING: 
   •  Feats that provide bonuses to skills are calculated 
  depending on the value of the individual skills. For 
  those feats that provide bonuses to class skills, the feat 
  is considered to have a +1 value per skill due to the 
  greater likelihood of overcoming an opponent’s CMD. 
  Additionally, most of these Feats now provide extra 
  bonuses at higher ranks. This is factored into the value, 
  boosting the feat’s point total by an additional 1 point 
  for each skill that is a class skill.
   •  Other feats use point values as an approximation. The 
  very best feats have a 30 point value – these are must-
  have feats for the appropriate class and define roles. 20 
  point feats are conditional but useful – they emphasize 
  an aspect of a class that you may want to focus on. 
  15 point feats focus on smaller niches. Feats that are 
  worth 10 points or less are generally not considered 
  useful or are useful only for very specific synergies.
   •  ‘Extra’ feats (such as Extra Channel): This class of 
  feats often has no effect except for specific classes 
  that have the class feature which is boosted. However, 
  if you present them as bonus feats, you may wish to 
  allow a member of the race to use the class features 
  they pertain to the number of times granted by the 
  ‘Extra’ feat with an equivalent level equal to their 
  character level. If you do this they are worth twice the 
  highest listed value – the diversity of nabbing outside 
  class features makes them valuable. An exception 
  lays in Extra Mercy– this feat makes no sense without 
  already having the lay on hands class feature.
   •  Other factors were taken into consideration. For 
  example, the feat ‘Run’ is slightly more valuable to 
  those who favor melee and wear lighter armor as it 
  allows quick movement around the battlefield, and 
  less valuable to those who can easily access alternate 
  movement types.
  PROVIDING RACIAL FEATS
  You’ll notice that some of the feats have all different 
  values for different classes. So how do you assess the 
  general value of a feat? The answer is simple – you don’t. 
  Instead, provide multiple choices for feats so that each 
  class has a feat of roughly equal benefit to choose from. 
  The point cost for this feat selection is equal to the benefit 
  you’re looking for in each.
  GENERAL FEATS
  This is the list of general feats that are universal enough to 
  be appropriate for a race to have as racial feats. Following, 
  we have a list of selected combat feats.
  Toughness overvalued?: 1 hp per level may not seem to 
  be worth 25 points. But consider that hit points are the 
  ultimate defense – they are a buffer against death from 
  damage (the most common form of death, made even more 
  common in Pathfinder Roleplaying Game). nothing else 
  even matters that much, especially in the late game, so it is 
  essential not to undervalue hit points.
  SECTION 3: SKILL ADJUSTMENTS
  Skill adjustments are a safe and easy way to provide a little 
  flavor to a race without risking any severe imbalance. By 
  their nature they do allow breaking skill caps for a given 
  character level, but skills are a weaker feature in the game 
  and as such breaking cap isn’t generally going to result in 
  balance issues.
  We’ve compiled a list of all the different skills available 
  and provided rough point equivalencies for each. The very 
  weakest skills are worth 1 point for a +1, the strongest up 
  to +4. Each is categorized by the ability scores that govern 
  them.
  Skill bonuses are more valuable if they’re applied to a 
  class skill. This is worth an extra point for every +1 bonus 
  to the skill.
  All the values given in the tables below are for a +1 racial 
  bonus to a given skill. Simply multiply the number below 
  by the actual bonus you want to provide to get the point 
  cost. If you want to calculate it by specific class you can, 
  or you can just use the average for general purposes.
  If you want to have conditional skill bonuses (features such 
  as stonecunning are an example of this), you can reduce 
  the cost of the skill. Skill costs should not be reduced 
  below ½ point for +1. Always dole out skill bonuses in 
  even numbers.
  Conditional Modifier Severity: Mild (stops use up to 
  25% of the time). Skill cost reduction: -1/2
  Conditional Modifier Severity: Moderate (stops use up to 
  50% of the time). Skill cost reduction: -1
  Conditional Modifier Severity: Severe (stops use more 
  than 50% of the time). This includes self-cast only for 
  buffs. Skill cost reduction: -2
  Note: It is generally unwise to provide bonuses greater 
  than +4 to any given skill per LA (with +4 starting at an 
  LA 0 race).
  
  PAGE  8  OF 31
  RACE CREATION COOKBOOK
  GENERAL FEATS
   
  Value to Specific Classes
  Feat Name 
  barb 
  bard 
  cleric 
  druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz
  Acrobatics 
  12 
  12 
  10 
  12 
  10 
  12 
  10 
  10 
  12 
  12 
  12
  Acro. Steps 
  15 
  10 
  10 
  10 
  15 
  10 
  15 
  15 
  15 
  10 
  10
  Alertness 
  18 
  18 
  18 
  20 
  16 
  20 
  18 
  18 
  20 
  16 
  16
  Al. Channel 
  0 
  0 
  15 
  0 
  0 
  0 
  15 
  0 
  0 
  0 
  0
  Animal affinity 
  12 
  8 
  8 
  12 
  12 
  8 
  12 
  12 
  8 
  8 
  8
  Athletic 
  6 
  4 
  2 
  6 
  6 
  6 
  2 
  6 
  6 
  2 
  2
  Aug. Summon 
  0 
  15 
  15 
  15 
  0 
  0 
  0 
  0 
  0 
  15 
  15
  Com. Casting 
  0 
  10 
  10 
  10 
  0 
  0 
  5 
  5 
  0 
  10 
  10
  Command Und 
  0 
  0 
  15 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0
  Deceitful 
  10 
  14 
  10 
  10 
  10 
  10 
  10 
  10 
  14 
  12 
  10
  Deft Hands 
  8 
  10 
  8 
  8 
  8 
  8 
  8 
  8 
  12 
  8 
  8
  Diehard 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10 
  10
  Elem. Channel 
  0 
  0 
  10 
  0 
  0 
  0 
  10 
  0 
  0 
  0 
  0
  Endurance 
  6 
  6 
  6 
  6 
  8 
  6 
  8 
  6 
  6 
  6 
  6
  Eschew Mat. 
  0 
  10 
  10 
  10 
  0 
  0 
  5 
  5 
  0 
  10 
  10
  Extra Channel 
  0 
  0 
  20 
  0 
  0 
  0 
  15 
  0 
  0 
  0 
  0
  Extra Ki 
  0 
  0 
  0 
  0 
  0 
  20 
  0 
  0 
  0 
  0 
  0
  Extra LoH 
  0 
  0 
  0 
  0 
  0 
  0 
  15 
  0 
  0 
  0 
  0
  Extra Mercy 
  0 
  0 
  0 
  0 
  0 
  0 
  15 
  0 
  0 
  0 
  0
  Extra Perform 
  0 
  15 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0
  Extra Rage 
  20 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0
  Fleet 
  12 
  12 
  6 
  6 
  4 
  12 
  4 
  6 
  12 
  6 
  6
  Great Fort 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8
  Imp Great Fort 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8 
  8
  Iron Will 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Imp. Iron Will 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Lightning Ref. 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Imp. L. Ref. 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Mag. Apt 
  12 
  16 
  14 
  14 
  12 
  12 
  14 
  14 
  14 
  16 
  14
  Mar. Weapon 
  0 
  12 
  12 
  6 
  0 
  6 
  0 
  0 
  12 
  6 
  6
  Master Craft 
  15 
  8 
  0 
  0 
  15 
  15 
  12 
  12 
  15 
  0 
  0
  Nimble Moves 
  8 
  5 
  5 
  5 
  8 
  8 
  8 
  5 
  8 
  6 
  6
  Persuasive 
  10 
  12 
  10 
  8 
  10 
  10 
  10 
  10 
  12 
  10 
  8
  Run 
  14 
  12 
  10 
  8 
  10 
  14 
  10 
  12 
  14 
  8 
  8
  Self-Sufficient 
  10 
  8 
  10 
  10 
  10 
  8 
  10 
  12 
  8 
  8 
  8
  Skill Focus 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  12 
  12
  Spell Focus 
  0 
  25 
  25 
  25 
  0 
  0 
  10 
  10 
  0 
  25 
  25
  Stealthy 
  12 
  16 
  12 
  12 
  12 
  16 
  12 
  14 
  16 
  12 
  12
  Toughness 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25 
  25
  
  PAGE  9  OF 31
  RACE CREATION COOKBOOK
  COMBAT FEATS
   
   
   
   
   Value to Specific Classes
  Feat Name 
  barb 
  bard 
  cleric 
  druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz
  Agile Man. 
  11 
  12 
  11 
  11 
  20 
  20 
  11 
  20 
  30 
  11 
  11
  Arcane Arm. T 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  15 
  15
  Arcane Strike 
  0 
  15 
  0 
  0 
  0 
  0 
  0 
  0 
  0 
  15 
  15
  Blind-Fighting 
  15 
  10 
  15 
  10 
  15 
  15 
  15 
  15 
  15 
  5 
  5
  C. Off-guard 
  11 
  9 
  11 
  5 
  11 
  5 
  11 
  11 
  11 
  0 
  0
  Combat Exp. 
  5 
  5 
  11 
  5 
  11 
  11 
  11 
  5 
  11 
  0 
  0
  Combat Ref. 
  15 
  11 
  18 
  15 
  20 
  15 
  18 
  18 
  18 
  0 
  0
  Critical Focus 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  5 
  5
  Deadly Aim 
  11 
  15 
  15 
  11 
  15 
  11 
  11 
  20 
  15 
  5 
  5
  Def. Combat T 
  0 
  20 
  30 
  20 
  0 
  30 
  0 
  0 
  30 
  15 
  15
  Deflect Arrow 
  11 
  11 
  11 
  11 
  11 
  11 
  11 
  15 
  11 
  15 
  15
  Dodge 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
  14 
  14
  Ex. Wep Prof 
  15 
  11 
  15 
  11 
  15 
  11 
  15 
  15 
  15 
  5 
  5
  Imp. Bull Rush 
  15 
  11 
  15 
  15 
  15 
  15 
  15 
  11 
  11 
  5 
  5
  Imp. Feint 
  11 
  15 
  11 
  11 
  15 
  15 
  11 
  11 
  20 
  5 
  5
  Imp. Grapple 
  20 
  11 
  15 
  20 
  20 
  0 
  15 
  15 
  11 
  5 
  5
  Imp. Initiative 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  20 
  20
  Imp. Overrun 
  15 
  11 
  15 
  11 
  15 
  11 
  15 
  11 
  11 
  5 
  5
  Imp. Sunder 
  15 
  11 
  15 
  11 
  15 
  15 
  15 
  11 
  11 
  5 
  5
  Imp. Trip 
  15 
  11 
  15 
  15 
  15 
  11 
  15 
  15 
  11 
  5 
  5
  Imp. unarmed 
  11 
  11 
  11 
  5 
  11 
  0 
  11 
  11 
  11 
  5 
  5
  Int. Prowess 
  7 
  5 
  5 
  5 
  7 
  7 
  7 
  5 
  5 
  0 
  0
  Mobility 
  9 
  9 
  9 
  9 
  9 
  9 
  9 
  9 
  9 
  5 
  5
  Mounted Com. 
  13 
  11 
  13 
  18 
  15 
  11 
  20 
  20 
  11 
  5 
  5
  Penet. Strike 
  12 
  9 
  12 
  9 
  12 
  9 
  12 
  12 
  12 
  4 
  4
  Point-Blank S. 
  11 
  11 
  15 
  11 
  15 
  11 
  11 
  20 
  20 
  11 
  11
  Power Attack 
  20 
  11 
  20 
  15 
  20 
  15 
  20 
  20 
  15 
  5 
  5
  Precise Shot 
  15 
  11 
  20 
  15 
  20 
  11 
  15 
  20 
  20 
  15 
  15
  Quick Draw 
  11 
  15 
  11 
  9 
  15 
  9 
  11 
  11 
  20 
  5 
  5
  Rap. Reload 
  11 
  15 
  15 
  5 
  15 
  5 
  11 
  15 
  15 
  5 
  5
  Weapon Fin. 
  9 
  11 
  9 
  9 
  15 
  15 
  9 
  20 
  20 
  5 
  5
  Weapon. Foc. 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  9 
  9
  Weapon. Spec 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  15 
  5 
  5
  
  PAGE  10 OF 31
  RACE CREATION COOKBOOK
  STRENGTH
  Skill Name 
  barb 
  bard 
  cleric druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz 
  avg
  Climb 
  3 
  3 
  2 
  3 
  3 
  3 
  2 
  3 
  3 
  2 
  2 
  3
  Swim 
  3 
  2 
  2 
  3 
  3 
  3 
  2 
  3 
  3 
  2 
  2 
  3
  DEXTERITY
  Skill Name 
  barb 
  bard 
  cleric druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz 
  avg
  Acrobatics 
  4 
  4 
  3 
  3 
  3 
  4 
  3 
  3 
  4 
  3 
  3 
  3
  Disable device 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  3 
  4 
  3 
  3 
  3
  Escape art 
  3 
  4 
  3 
  3 
  3 
  4 
  3 
  3 
  4 
  3 
  3 
  3
  Stealth 
  3 
  4 
  3 
  3 
  3 
  4 
  3 
  4 
  4 
  3 
  3 
  3
  Fly 
  2 
  2 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  3 
  3 
  3
  Ride 
  3 
  2 
  2 
  3 
  3 
  3 
  3 
  3 
  2 
  2 
  2 
  3
  SoH 
  1 
  2 
  1 
  1 
  1 
  1 
  1 
  1 
  2 
  1 
  1 
  1
  INTELLIGENCE
  Skill Name 
  barb 
  bard 
  cleric druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz 
  avg
  Spellcraft 
  3 
  4 
  4 
  4 
  3 
  3 
  4 
  4 
  3 
  4 
  4 
  4
  K: arc. 
  2 
  3 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  3 
  2
  K: dun. 
  2 
  3 
  2 
  2 
  3 
  2 
  2 
  3 
  3 
  2 
  3 
  2
  K: eng. 
  2 
  3 
  2 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  3 
  2
  K: geo. 
  2 
  3 
  2 
  3 
  2 
  2 
  2 
  3 
  2 
  2 
  3 
  2
  K: hist. 
  2 
  3 
  3 
  2 
  2 
  3 
  2 
  2 
  2 
  2 
  3 
  2
  K: local 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  2 
  3 
  2
  K: nature 
  3 
  3 
  2 
  3 
  2 
  2 
  2 
  3 
  2 
  2 
  3 
  2
  K: noble 
  2 
  3 
  3 
  2 
  2 
  2 
  3 
  2 
  2 
  2 
  3 
  2
  K: planes 
  2 
  3 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  2
  K: rel. 
  2 
  3 
  3 
  2 
  2 
  3 
  3 
  2 
  2 
  2 
  3 
  2
  Appraise 
  1 
  2 
  2 
  1 
  1 
  1 
  1 
  1 
  2 
  2 
  2 
  1
  Craft 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2
  WISDOM
  Skill Name 
  barb 
  bard 
  cleric druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz 
  avg
  Percept 
  5 
  5 
  4 
  5 
  4 
  5 
  4 
  5 
  5 
  4 
  4 
  5
  Sense 
  3 
  4 
  4 
  3 
  3 
  4 
  4 
  3 
  4 
  3 
  3 
  3
  Heal 
  2 
  2 
  3 
  3 
  2 
  2 
  3 
  3 
  2 
  2 
  2 
  2
  Survival 
  3 
  2 
  2 
  3 
  3 
  2 
  2 
  3 
  2 
  2 
  2 
  2
  Prof. 
  1 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2
  CHARISMA
  Skill Name 
  barb 
  bard 
  cleric druid 
  fight 
  monk 
  pal 
  ranger 
  rog 
  sorc 
  wiz 
  avg
  UMD 
  4 
  5 
  4 
  4 
  4 
  5 
  4 
  4 
  5 
  5 
  4 
  4
  Bluff 
  3 
  4 
  3 
  3 
  3 
  3 
  3 
  3 
  4 
  4 
  3 
  3
  Diplom 
  3 
  4 
  4 
  3 
  3 
  3 
  4 
  3 
  4 
  3 
  3 
  3
  Disguise 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  3 
  2 
  2 
  2
  Handle 
  3 
  2 
  2 
  3 
  3 
  2 
  3 
  3 
  2 
  2 
  2 
  2
  Intim. 
  2 
  2 
  1 
  1 
  2 
  2 
  1 
  2 
  2 
  2 
  1 
  2
  Perform 
  1 
  5 
  1 
  1 
  1 
  2 
  1 
  1 
  2 
  1 
  1 
  2
  
  PAGE  11 OF 31
  RACE CREATION COOKBOOK
  SECTION 4: DEFENSIVE  
  RACIAL FEATURES
  Defense is less exciting than offense, because it tends to be 
  more about what a race can avoid as opposed to what they 
  actually do. The flip side of the coin is that defensive abili-
  ties are good for flavor – what a race has resistances to can 
  be a strong indication of what they have to deal with on a 
  daily basis. For example, a race who regularly swims in 
  mildly acidic waters may have Acid Resistance.
  Defensive abilities are costed somewhat lower than offen-
  sive ones – their utility is entirely dependent on what the 
  GM happens to use in his campaign. There are some types 
  of energy damage and status effects that are more common 
  than others, however.
  There are several defensive features available to races that 
  are within the scope of this book.
   • Energy Resistance
   • Damage Reduction
   • Effect Immunities
   • Saving Throw Bonuses
   • Armor Class bonuses
  ENERGY RESISTANCE
  On average, even an energy resistance of 20 will prob-
  ably not prevent more than a few hundred damage over a 
  character’s lifetime. In the extremes, however, it can trump 
  entire encounters by rendering the character impervious 
  to an enemy’s attack. Take this into consideration when 
  designing both races and encounters.
  In order to calculate the value of Energy Resistance, we 
  assumed roughly 12 encounters per level (actually the 
  number would be slightly higher if you assume all encoun-
  ters are at a par CR, but we all know GMs like to chal-
  lenge their players a little bit!). We calculated the number 
  of monsters that have an attack that deals appropriate 
  energy damage of a pool of 300 monsters from the SRD 
  (that is most of them. Some were left out for being deriva-
  tive and strict melee-based monsters. If anything this anal-
  ysis overemphasized the importance of energy resistance.)
  We assumed an encounter would last 5 rounds, and that a 
  character was likely to be hit by at most 2 energy attacks in 
  that time. (This is generous).
   •  Number of Monsters with Fire energy damage: 
  43/300 (14.3%)
   •  Number of Monsters with Electric energy damage: 
  29/300 (9.6%)
   •  Number of Monsters with Cold energy damage: 
  22/300 (7.3%)
   •  Number of Monsters with Acid energy damage: 
  29/300 (9.6%)
   •  Number of Monsters with Sonic energy damage: 
  8/300 (2.6%)
  Anticipated maximum instances of energy damage over a 
  character’s lifetime (228 battles)
   • Fire: 65
   • Electric: 43
   • Cold: 33
   • Acid: 43
   • Sonic: 11
  Lifetime/Per Battle damage absorption (averaged)
  Resistance 
  5 
  10 
  15 
  20
  Fire 
  325/1.4 
  650/2.9 
  975/4.3 
  1300/5.7
  Electric 
  215/0.9 
  430/1.9 
  645/2.8 
  860/3.8
  Cold 
  165/0.7 
  330/1.4 
  495/2.2 
  660/2.9
  Acid 
  215/0.9 
  430/1.9 
  645/2.8 
  860/3.8
  Sonic 
  55/0.2 
  110/0.5 
  165/0.7 
  220/1.0
  Worth noting that Fire Resistance 20, the best energy resis-
  tance, provides about the same amount of health over a 
  character’s lifetime as being able to cast cure light wounds 
  as a second level caster 4 times per day. Energy damage 
  tends to be in spikes, but still. Take that as you will.
  Hit points are nearly always restored on a daily basis. 
  Assuming 4 encounters per day, here are the amount of hit 
  points per day each energy resistance is worth:
  Resistance 
  5 
  10 
  15 
  20
  Fire 
  5.6 
  11.6 
  17.2 
  22.8
  Electric 
  3.6 
  7.6 
  11.2 
  14.4
  Cold 
  2.8 
  5.6 
  8.8 
  11.6
  Acid 
  3.6 
  7.6 
  11.2 
  14.4
  Sonic 
  0.8 
  2.0 
  2.8 
  4.0
  Here is the point cost value table:
  Resistance Type 
  5 
  10 
  15 
  20
  Fire 
  6 
  13 
  19 
  26
  Electric 
  4 
  8 
  12 
  16
  Cold  
  3 
  6 
  9 
  12
  Acid 
  4 
  8 
  12 
  16
  Sonic 
  1 
  3 
  4 
  5
  Rationale: The feat Toughness was given a value of 25 
  points, and it provides a maximum of 20 hit points at 20th 
  
  PAGE  12 OF 31
  RACE CREATION COOKBOOK
  level. Toughness is scaled as hit points per level, whereas 
  energy resistance is generally frontloaded in a lump sum, 
  which would seem to favor energy resistance.  However, 
  extra hit points are additive and energy resistance is 
  granted by a number of spells and pieces of equipment that 
  don’t stack. Given these circumstances, it is assumed that 
  they are of roughly equivalent value. Thus, the cost is 1.25 
  points per hit point per day.
  VULNERABILITIES
  Without knowledge of each specific energy attack it is 
  difficult to assign values to vulnerabilities, although we 
  can calculate the number of attacks they affect and antici-
  pate an expected output based upon standard curve energy 
  damage – 1d6/level (3.5 per level). (36.75 average).
   
  Lifetime 
  Expected 
  Energy Type 
  instances 
  damage load
  Fire 
  65 
  2389
  Electric 
  43 
  1580
  Cold  
  33 
  1213
  Acid  
  43 
  1580
  Sonic 
  11 
  404
  Then we take the damage load, divide it by 228 then 
  multiply it by 4 (or just divide it by 72) for the daily load. 
  Half of this value is the number of extra hit point damage a 
  vulnerability will cause on an average day across all levels.
   
  Expected  
  Daily  
  Vulnerability Bonus  
  Vulnerability 
   damage load  Load 
  Damage 
   points
  Fire 
  2389 
  33 
  17 
  +21
  Electric 
  1580 
  22 
  11 
  +14
  Cold 
  1213 
  17 
  9 
  +11
  Acid 
  1580 
  22 
  11 
  +14
  Sonic 
  404 
  6 
  3 
  +4
  IMMUNITIES
  Just take the daily load and multiply it by the value of hit 
  points (1.25).
  Energy type 
  Daily Load 
  Cost
  Fire 
  33 
  41
  Electric 
  22 
  28
  Cold 
  17 
  21
  Acid 
  22 
  28
  Sonic 
  6 
  8
  SPECIFIC RESISTANCES
  FIRE RESISTANCE
  The most common energy type your character will come 
  across. Each level of arcane spell from 1 to 4 has at least 
  one core fire-damage spell, and those are the levels where 
  blasting damage still threatens a character. Additionally, 
  fire damage is likely to be the most common type of 
  environmental energy damage a character will encounter 
  – camp fires, forest blazes, and extreme heat are all fire 
  damage that many PCs will deal with in one way or 
  another.
  Fire resistance is a good choice for fire elemental races, 
  devilish races, or those from hot climates.
  ACID RESISTANCE
  Acid damage tends to occur with subterranean creatures. 
  It isn’t strange for a party to come across pools of acid in 
  a dungeon, to deal with acid traps, or to be devoured and 
  digested by something terrible. This is the most ‘natural’ 
  seeming damage type.
  Acid resistance is a good choice for subterranean, jungle, 
  or plant-based creatures, especially if they use acid attacks 
  themselves.
  ELECTRICAL RESISTANCE
  Electrical damage is usually associated with storms, the 
  element of air, and a few oddball creatures like the arrow-
  hawk. it is not a common damage type amongst monsters 
  but there are a lot of low level spells that deal electrical 
  damage.
  Electrical resistance works with air-based races, those asso-
  ciated with storms, seamanship, or druidic powers.
  COLD RESISTANCE
  The second least common damage type. There are a 
  handful of spells that deal cold damage, few monsters 
  use it, and only in extraordinary circumstances are you 
  going to see cold energy damage from the environment, as 
  extremely cold areas are generally handled with constitu-
  tion checks.
  Cold resistance works for creatures from cold climates, 
  those associated with living in the water, and even races 
  associated with darkness.
  SONIC RESISTANCE
  An oddball energy type that rarely saw use until people 
  realized nothing really used it. Sonic damage is rarely 
  resisted and precious little utilizes it; however many player 
  builds use it extensively.
  
  PAGE  13 OF 31
  RACE CREATION COOKBOOK
  Sonic resistance works for creatures based around music 
  or sound. It is almost a giveaway ability under normal 
  circumstances.
  DAMAGE REDUCTION
  Damage reduction applies to all physical damage. It starts 
  out very useful at lower levels and stays somewhat useful 
  towards mid level. By high level, however, its power drops 
  off when tens or hundreds of damage is being thrown 
  around per hit.
  In order to calculate the value of Damage Reduction, we 
  assumed 12 encounters per level. Since almost all monsters 
  have some form of melee damage, damage reduction 
  is guaranteed to serve as, effectively, extra hps in each 
  encounter. But how much damage will the damage reduc-
  tion actually prevent?
  We sampled 3 melee monsters at each CR, and deter-
  mined their number of successful melee attacks in a given 
  combat. We assumed 1 full attack, 1 standard attack, and 
  3 rounds where the character wasn’t attacked or during 
  which another ability was used. After this, we had an 
  average AC calculated for each character class at each level 
  and determined the number of attacks that would hit in a 
  given combat.
  Here is the list of SRD monsters sampled.
  CR 1: Anim. Object (1, +1); Gnoll (1, +3); Krenshar (3, 
  +2/0/0)
  CR 2:  Bugbear (1, +5); Choker (2, +6/6); Hippogriff (3, 
  +6/6/1)
  CR 3:  Ankheg (1,  +7); Deinonychus (4, +6/1/1/1); Dire 
  Ape (3, +8/8/3)
  CR 4:  Aranea (1, +5); Minotaur (3, +9/4/4); Gargoyle (4, 
  +6/6/4/4)
  CR 5:  Achaierai (3, +9/9/4); Mummy (1, +11); Green Hag 
  (2, +13/13)
  CR 6:  Megaraptor (4, +9/4/4/4); Ettin (2, +12/7); Girallon 
  (5, +12/12/12/12/7)
  CR 7:  Bulette (3, +16/10/10); Chimera (5, 
  +12/12/12/10/10); Dragonne (3, +12/7/7)
  CR 8:  Athach (5, +12/12/12/12/7); T. Rex (1, +20); Efreeti 
  (2, +15/15)
  CR 9:  Mohrg (2, +12/12); Triceratops (1, +20); Avoral (2, 
  +13/13)
  CR 10:  Bebelith (3, +19/14/14); Clay Golem (2, +14/14); 
  Fire Giant (3, +20/15/10)
  CR 11:  E. Earth Elemental (2, +27/27); Stone Golem (2, 
  +18/18); Barbed Devil (2, +18/18)
  CR 12:  G. Basilisk (1, +25); Frost Worm (1, +21); Leonal 
  (3, +20/20/15)
  CR 13:  Storm Giant (3, +26/21/16); Iron Golem (2, 
  +23/23); Death Slaad (3, 20/20/18)
  CR 14:  Nalfeshnee (3, +20/17/17); Nightwing (1, +18); 
  Astral Deva (3, +21/16/11)
  CR 15:  Marut (2, +22/22); Mummy Lord (1, +20); Elite 
  Vampire (3, +16/16/11)
  CR 16:  Planetar (3, +23/18/13); Nightwalker (2, +24/24); 
  Horned Devil (5, +25/22/22/20/15)
  CR 17:  Marilith (7, +24x6/22); Frost Jarl (4, 
  +30/25/20/15); Aboleth Mage (4, +18/18/18/18)
  CR 18:  Nightcrawler (2, +29/24); Decent Fighter (4, 
  +33/28/23/18); Decent Rogue (3, +28/23/18)
  CR 19**: No data
  CR 20*:  Tarrasque (6, +57/52/52/52/52/52); Balor (6, 
  +31/30/26/25/21/16); Pit Fiend (6, +30/30/28x4)
  *outlier: The tarrasque is a ludicrous opponent in melee. 
  It will almost always hit. Facing it in melee will be 
  death. Therefore, we’re not going to be considering it for 
  purposes of this chart as its CR is not actually in any way 
  appropriate. It is included for completeness’ sake.
  **: There are no 19 CR monsters provided in the SRD. 
  Instead, we simply advanced the CR 18 monsters by 1 level 
  in fighter, thus increasing average BAB by 1 across all 
  fields.
  CHARACTER ARMOR CLASS SAMPLES
  These stats are obviously not optimized for armor class. 
  They are centered around providing a roughly average 
  armor class while avoiding concentrating too much in 
  defensive stats.
  NOTEWORTHY UPGRADES:
   • Mithral armor at level 4
   • Rings of protection at 5, 10, 15, 20
   • Armor +1 at 6, +2 at 9, +3 at 12, +4 at 15, +5 at 18
   •  Fighters, clerics, and paladins use shields that accrue 
  pluses at 7, 11, 15, 19
  
  PAGE  14 OF 31
  RACE CREATION COOKBOOK
  CHARACTER ARMOR CLASS SAMPLES
  Level 1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 14 15 
  16 17 
  18 
  19 
  20
  bb 
  15 
  15 
  15 
  16 
  18 
  20 
  21 
  22 23 
  24 
  25 
  27 
  27 27 30 
  30 30 
  32 
  33 
  34
  ba 
  14 
  14 
  14 
  16 
  17 
  18 
  19 
  20 21 
  22 
  23 
  24 
  24 24 27 
  27 27 
  28 
  29 
  30
  cl 
  20 
  20 
  20 
  20 
  21 
  22 
  24 
  24 25 
  26 
  28 
  30 
  30 30 33 
  33 33 
  34 
  36 
  37
  dr 
   
   
   
   
   Druid is largely dependent on animal form
  ft 
  21 
  21 
  21 
  21 
  22 
  23 
  25 
  26 27 
  28 
  30 
  31 
  32 32 35 
  36 36 
  37 
  39 
  41
  mo 
  14 
  14 
  14 
  15 
  16 
  17 
  18 
  21 22 
  23 
  24 
  26 
  26 26 29 
  32 32 
  33 
  34 
  38
  pa 
  20 
  20 
  20 
  20 
  21 
  22 
  24 
  24 25 
  26 
  28 
  30 
  30 30 33 
  33 33 
  34 
  36 
  37
  rg 
  14 
  14 
  14 
  17 
  18 
  19 
  20 
  20 21 
  22 
  23 
  24 
  24 24 27 
  28 28 
  29 
  30 
  32
  ro 
  15 
  15 
  15 
  19 
  20 
  21 
  22 
  22 23 
  24 
  25 
  28 
  28 28 30 
  32 32 
  33 
  34 
  37
  so 
  11 
  11 
  11 
  12 
  12 
  12 
  14 
  14 14 
  15 
  16 
  16 
  17 17 19 
  19 20 
  20 
  25 
  29
  wi 
  11 
  11 
  11 
  12 
  12 
  12 
  14 
  14 14 
  15 
  16 
  16 
  17 17 19 
  19 20 
  20 
  25 
  29
  ASSUMED DEXTERITY (ITEMS AND BONUSES FACTORED IN):
  lvl 
  barb 
  bard 
  clr 
  druid 
  fight 
  monk 
  pal 
  ran 
  rog 
  sor 
  wiz
  1 
  14 
  14 
  10 
  12 
  12 
  14 
  10 
  14 
  17 
  12 
  12
  4 
  14 
  14 
  10 
  12 
  12 
  14 
  10 
  16 
  20 
  12 
  12
  8 
  16 
  16 
  10 
  12 
  14 
  16 
  10 
  16 
  21 
  12 
  12
  12 
  16 
  16 
  12 
  14 
  14 
  16 
  12 
  16 
  24 
  14 
  14
  16 
  16 
  16 
  12 
  14 
  16 
  18 
  12 
  18 
  26 
  14 
  14
  20 
  16 
  16 
  12 
  14 
  18 
  20 
  12 
  20 
  30 
  14 
  14
  lvl 
  Monk Wisdom
  1 
  14
  4 
  14
  8 
  16
  12 
  16
  16 
  18
  20 
  20
   •  Monks get bracers of armor +1 at 6, +2 at 9, +3 at 12, 
  +4 at 15, +5 at 18.
   •  A source of natural armor scales up at 7, 11, 15, and 
  19.
   •  The barbarian has selected Guarded Stance and/or 
  Rolling Dodge.
  PUTTING IT ALL TOGETHER
  Following is the master table that provides an approxima-
  tion of how many attacks will hit each character in a given 
  battle with raw data. There are modifiers listed afterward 
  for certain classes who are expected to have magical 
  protection, special positioning, etc.
  KEY
   •  #At: average number of attacks made (full attack + 1)
   • +H: the monster’s average +hit at a given CR
  Methodology: The number of attacks in each sample 
  group was averaged and rounded to the nearest half. Then, 
  each iterative attack in order was averaged (rounding to 
  the nearest whole +hit, 5 rounds down). When only 1 or 2 
  iterative attacks were present in a set, they were not aver-
  aged against 0, only against the other iteratives remaining 
  in the set.
  There are a few outliers in the chart (Marilith, I’m looking 
  at you, plus the fact that there were exactly no CR 19 
  monsters aside from advanced ones and various stripes of 
  dragons, dragons being a particularly severe outlier who 
  vastly outclass their CR) but the general trend is an upward 
  progression in base attack with a number of attacks staying 
  steady at around 2.5.
  The number of hits is calculated based on an expected 12 
  battles per level. Fractions were rounded down at .5.
  
  PAGE  15 OF 31
  RACE CREATION COOKBOOK
  For DR that can be pierced by specific material or aligned 
  qualities, reduce the cost of the DR to 9 per point.
  For DR that can be pierced by magical weapons, reduce 
  the cost of the DR to 7 per point.
  Note: When designing races, allowing more than 3 points 
  of DR at low level may not be a good idea as it can 
  completely negate a lot of physical damage. If you need 
  CR 
  #At 
  +h 
  brb 
  bar 
  clr 
  fgt 
  mnk 
  pal 
  ran 
  rog 
  sor 
  wiz
  1 
  1.5 
  +2/0 
  11 
  13 
  4 
  3 
  13 
  4 
  13 
  11 
  17 
  17
  2 
  2 
  +5/5 
  20 
  22 
  11 
  9 
  22 
  11 
  22 
  20 
  27 
  27
  3 
  2.5 
  +7/5/2 
  25 
  27 
  14 
  12 
  27 
  14 
  27 
  25 
  33 
  33
  4 
  2.5 
  +7/5/4 
  23 
  23 
  15 
  13 
  25 
  15 
  21 
  17 
  31 
  31
  5 
  2 
  +11/10 
  25 
  26 
  19 
  15 
  28 
  19 
  25 
  21 
  34 
  11
  6 
  3.5 
  +11/8/8/8 
  30 
  33 
  22 
  20 
  36 
  22 
  31 
  25 
  11 
  11
  7 
  3.5 
  +13/10/10/10 
  31 
  36 
  22 
  20 
  37 
  22 
  33 
  28 
  11 
  11
  8 
  2.5 
  +16/14/12 
  29 
  33 
  25 
  21 
  31 
  25 
  33 
  29 
  11 
  11
  9 
  1.5 
  +15/12 
  19 
  22 
  16 
  13 
  20 
  16 
  22 
  19 
  11 
  11
  10 
  2.5 
  +18/15/12 
  28 
  32 
  24 
  20 
  30 
  24 
  32 
  28 
  11 
  11
  11 
  2 
  +21/21 
  31 
  34 
  25 
  22 
  32 
  25 
  34 
  31 
  11 
  11
  12 
  1.5 
  +22/20 
  23 
  28 
  19 
  17 
  25 
  19 
  28 
  20 
  11 
  11
  13 
  2.5 
  +23/21/17 
  33 
  38 
  26 
  22 
  35 
  26 
  38 
  31 
  11 
  11
  14 
  2.5 
  +20/17/14 
  26 
  32 
  18 
  15 
  28 
  18 
  32 
  24 
  11 
  11
  15 
  2 
  +19/19 
  18 
  23 
  13 
  9 
  20 
  13 
  23 
  18 
  11 
  11
  16 
  3.5 
  +24/21/20/18 
  34 
  43 
  26 
  18 
  29 
  26 
  40 
  29 
  11 
  11
  17 
  5 
  +24/24/22/19/17 
  46 
  56 
  35 
  24 
  38 
  35 
  53 
  38 
  11 
  11
  18 
  3 
  +30/25/21 
  37 
  42 
  32 
  25 
  35 
  32 
  41 
  35 
  11 
  11
  19 
  3 
  +31/26/22 
  37 
  42 
  30 
  23 
  35 
  30 
  41 
  35 
  11 
  11
  20 
  6 
  +30/30/27/26/24/22 59 
  72 
  46 
  29 
  42 
  46 
  72 
  46 
  11 
  11
  LIFETIME ATTACKS TAKEN
   
  Lifetime 
  Attacks per day 
  Damage prevention 
  Point Cost
  Class 
  Attacks 
  (Attacks/57) 
  per day per DR 1 
  for 1/- DR
  Barbarian 
  585 
  10 
  10 
  13
  Bard  (melee) 
  677 
  12 
  12 
  15
  Cleric 
  442 
  8 
  8 
  10
  Druid 
  Variable 
  Fighter 
  350 
  6 
  6 
  8
  Monk 
  588 
  10 
  10 
  13
  Paladin 
  442 
  8 
  8 
  10
  Ranger (melee) 
  661 
  12 
  12 
  15
  Rogue (melee) 
  530 
  9 
  9 
  11
  Sorc or other Ranged (3) 
  307 
  5 
  5 
  6
  Wizard 
  284 
  5 
  5 
  6
  Average value is 10 points per point of DR.
  to add more DR than 3, try starting at 3 and scaling it up 
  every 5 levels or so.
  Note: If you want to provide a way to bypass damage 
  reduction (through aligned weapons, etc) it reduces the 
  cost.
  CORE ASSUMPTIONS:
   •  At levels 5 or higher for wizards and 6 or higher for 
  sorcerers, we will assume that they have either taken 
  
  PAGE  16 OF 31
  RACE CREATION COOKBOOK
  NATURAL ARMOR BONUS
  CR 
  #At 
  +hit 
  Number of attacks missed per point of AC
  1 
  1.5 
  +2/0 
  1.5
  2 
  2 
  +5/5 
  1.8
  3 
  2.5 
  +7/5/2 
  2.1
  4 
  2.5 
  +7/5/4 
  2.1
  5 
  2 
  +11/10 
  1.8
  6 
  3.5 
  +11/8/8/8 
  2.7
  7 
  3.5 
  +13/10/10/10 
  2.7
  8 
  2.5 
  +16/14/12 
  2.1
  9 
  1.5 
  +15/12 
  1.5
  10 
  2.5 
  +18/15/12 
  2.1
  11 
  2 
  +21/21 
  1.8
  12 
  1.5 
  +22/20 
  1.5
  13 
  2.5 
  +23/21/17 
  2.1
  14 
  2.5 
  +20/17/14 
  2.1
  15 
  2 
  +19/19 
  1.8
  16 
  3.5 
  +24/21/20/18 
  2.7
  17 
  5 
  +24/24/22/19/17 
  3.6
  18 
  3 
  +30/25/21 
  2.4
  19 
  3 
  +31/26/22 
  2.4
  20 
  6 
  +30/30/27/26/24/22 
  4.2
  NATURAL ARMOR BONUS DAMAGE TRANSLATION
   
  Average Damage 
  Number of attacks 
  Damage 
  CR 
  per attack 
  missed per point of AC 
   Prevented
  1 
  3.9 
  1.5 
  5.85
  2 
  5.8 
  1.8 
  10.44
  3 
  10.5 
  2.1 
  22.05
  4 
  7.1 
  2.1 
  14.91
  5 
  10.9 
  1.8 
  19.62
  6 
  9.8 
  2.7 
  26.46
  7 
  9.7 
  2.7 
  26.19
  8 
  17.5 
  2.1 
  36.75
  9 
  15.2 
  1.5 
  22.8
  10 
  18.3 
  2.1 
  38.43
  11 
  19 
  1.8 
  34.2
  12 
  18.3 
  1.5 
  27.45
  13 
  23.9 
  2.1 
  50.19
  14 
  17 
  2.1 
  35.7
  15 
  18.3 
  1.8 
  32.94
  16 
  21.6 
  2.7 
  58.32
  17 
  19.5 
  3.6 
  70.2
  18 
  18.9 
  2.4 
  45.36
  19 
  18.9 
  2.4 
  45.36
  20 
  16.4 
  4.2 
  68.88
  
  PAGE  17 OF 31
  RACE CREATION COOKBOOK
  to the air or applied some other defensive measure to 
  prevent being targeted in melee. This is top priority for 
  a wizard, and only allows a single attack to get through 
  on round 1 before they are close to untouchable. (this 
  is a fairly generous interpretation; much of the time 
  an arcane caster will not be on the front lines or is 
  being entirely evasive. Assuming 1 attack per battle 
  connecting from a melee opponent to an arcane caster 
  is an approximation but a fair one.)
   •  The stats given are for dual wield melee rangers and 
  melee rogues. Ranged versions of either class will have 
  a profile similar to those of wizards and sorcerers.
   •  Bards are treated as melee combatants here, however 
  it’s likely that in most cases they are sideline fighters. 
  You can apply the modifications made to sorcerers and 
  wizards if your bard is not a melee fighter.
   •  Different values are given to different classes and 
  builds because melee defense has a highly variable 
  value. You can use the average value for a universal 
  point cost.
   •  Point costs for DR were rounded up at .5. The cost 
  calculation for DR was determined the same way as 
  energy resistance – 1.25 points per hit point per day.
  NATURAL ARMOR BONUS
  So how much damage does +1 to AC wind up preventing, 
  anyway? In order to figure this out we have to return to the 
  monster sample. We use the same calculation for number 
  of attacks attempted as we did for DR. It works out to be .3 
  attacks missed for every half attack, sitting at a base of 1.2 
  for 1 attack.
  A total of 45 lifetime attacks missed per point of AC. Now 
  we’ll take a look at how much damage this translates into.
  That’s 646.74 damage prevented over a character’s life-
  time, total. If we take that by day, on average, a point of 
  AC prevents 11 points of damage per day. This will obvi-
  ously be skewed lower in the lower levels and higher in 
  the higher ones, but we need an average performance to 
  work out a universal cost. Multiplying this by 1.25 (same 
  as energy resistance and damage reduction) we find that 1 
  point of AC rounds up to be worth 14 points.
  Final Value per 1 AC = 14 points
  This is for dodge bonuses. Natural armor bonuses should 
  be slightly less since they don’t apply some of the time. 
  But only slightly – set it at 12 points.
  Note: When designing races, allowing more than 3 or 4 
  points in dodge/natural armor class as a racial feature 
  could result in early game imbalances.
  SECTION 5: EFFECT IMMUNITIES AND 
  SAVING THROW BONUSES
  Here we’ve arrived at the ‘other’ defenses. Arguably more 
  important that energy resistance or damage reduction, 
  effect immunities and saving throw bonuses can repel any 
  of the various status conditions that most monsters throw 
  around in battle.
  In order to determine the value of an effect defense or a 
  saving throw bonus, we’ve calculated the frequency at 
  which each attack is expected to be encountered. We used a 
  sample of 300 monsters from the SRD.
  We assumed a lifetime of 228 encounters.
  Name of 
  Number 
  Percent  
  Lifetime 
  Effect 
  recorded 
  occurrence  
  Encounter
  Disease 
  20 
  7% 
  16
  Mind-affecting 
  99 
  33% 
  75
  ‘Person’ 
  24 
  8% 
  18
  Paralysis 
  34 
  11% 
  25
  Poison 
  44 
  15% 
  34
  Sleep 
  14 
  5% 
  11
  Spells 
  110 
  37% 
  84
  Petrification 
  8 
  3% 
  7
  We’re going to need the frequency and number of each of 
  the saving throws in total as well.
   
  Number  
  Percent 
  Lifetime 
  Save 
  Recorded 
  Occurrence 
  Encounter
  Fortitude 
  139 
  46% 
  105
  Reflex 
  99 
  33% 
  75
  Will 
  116 
  39% 
  89
  Okay, let’s relate them now. We’re taking the total 
  number of each effect encountered and relating them as a 
  percentage of the total number of each saving throw they 
  are generally associated with. This works great without 
  modification except for paralysis – paralysis can commonly 
  be either Fort or Will. We just averaged the two.
  Name of 
  Number 
  Save  
  Percentage 
  Effect 
  recorded 
  recorded  
  of Save
  Disease 
  20 
  139 
  14%
  Mind-affecting 
  99 
  116 
  85%
  ‘Person’ 
  24 
  116 
  21%
  Paralysis 
  34 
  128 
  27%
  Poison 
  44 
  139 
  32%
  Sleep 
  14 
  116 
  12%
  Spells 
  110 
  special 
  (special)
  
  PAGE  18 OF 31
  RACE CREATION COOKBOOK
  Spells are something of a special case. Getting a truly 
  accurate read isn’t easy given that spells are subject to all 
  saving throws. Additionally, multiple instances of a single 
  save type in a spell list tend to be redundant. Since the 
  saves all have different frequencies we had to weight the 
  different saves.
  Percentage of saves that were Fortitude: 39.27
  Percentage of saves that were Reflex: 27.97
  Percentage of saves that were Will: 32.77
  We can use those as an average to determine the number of 
  effective saves for each type of spell. However, since reflex 
  spells were relatively less common (via simple observation, 
  the majority of reflex saves were actually breath weapons 
  or saves from things like ooze acid), we’re reducing the 
  number of reflex spells by roughly 50% and distributing 
  those between fort and will saves. The modified numbers 
  are in brackets.
  Number of saves that were fortitude spells: 43 (50)
  Number of saves that were reflex spells:  31 (16)
  Percentage of saves that were will spells: 36 (44)
  So let’s finish this.
  Type of 
  Number 
  Number 
  Percentage 
  Spell 
  recorded 
  of saves 
  of saves
  Fortitude Spells 
  50 
  139 
  36%
  Reflex Spells 
  16 
  99 
  16%
  Will Spells 
  44 
  116 
  38%
  Alright! Now that we have a rough lifetime occurrence, 
  we can calculate how valuable these effects are in rela-
  tion to the respective saving throw modifying feats that 
  would provide blanket bonuses to the saves which would 
  normally prevent each effect. In order to do that we need 
  data on the lifetime encounter rate of each saving throw.
  Costing: For a +1 bonus, we divide the lifetime occur-
  rence by ½ the number of fighting days (28) (the value 
  was halved because of the relative power of save vs. 
  effects). For immunity, we multiply that number by 30 for 
  spells and effects (representing a full +30 bonus to a save, 
  enough to render effective immunity).
   • Conditional immunities reduce the cost by 40 points.
  GENERAL SAVES
   
   
  Percentage 
  Cost 
  Cost for 
  Effect 
  Lifetime 
  of saves 
  for +1 Autosave
  Universal Fort 
  105 
  39% 
  4 
  113
  Universal Reflex 75 
  28% 
  3 
  80
  Universal Will 
  89 
  32% 
  3 
  95
  SPELL SAVES
  Save 
  Lifetime 
  Cost for +1 
  Autosave
  Fort Spells 
  38 
  1 
  41
  Reflex Spells 
  12 
  1 point for +2 
  13
  Will Spells 
  34 
  1 
  36
  Universal Spells 
  84 
  3 
  90
  EFFECT SAVES
  Save 
  Lifetime 
  Cost for +1 
  Immunities
  Disease 
  16 
  1 point for +2 
  17
  Mind-affecting 
  75 
  3 
  80
  ‘Person’ 
  18 
  1 point for +2 
  19
  Paralysis 
  25 
  1 
  27
  Petrification 
  7 
  1 point for +4 
  8
  Poison 
  34 
  1 
  36
  Sleep 
  11 
  1 point for +2 
  12
  SECTION 6 – SPELL-LIKE ABILITIES
  Many monsters possess an array of spell-like abilities, and 
  it follows that these can be inborn features for playable 
  races as well. Spell-like abilities, from a flavor perspec-
  tive, tend to seem more magical or sorcerous and may not 
  be appropriate for a non-magical race unless justified as a 
  mundane power.
  It is possible to alter a spell-like ability into an exceptional 
  ability – this makes the ability seem more natural and 
  innate as opposed to supernatural.  However this comes 
  at a slight cost penalty as exceptional abilities are slightly 
  more powerful (immunity to dispels and spell resistance 
  can go a long way.) To convert a spell-like ability to an 
  exceptional ability, increase the base cost by 4 points.
  CHARACTERISTICS
  Spell-like abilities are generally meted out on a uses per 
  day basis, to reflect the distribution of regular spells. A 
  spell-like ability is treated exactly as the spell of the same 
  name, although it will sometimes have a caster level that 
  scales with character level.
  For purposes of this list, most spell-like abilities are 
  restricted to first and second level spells, as those are the 
  spells suitable for use with LA +0 races. There are a few 
  exceptions from higher levels – these are mostly utility 
  spells that have strong thematic components. There are 
  also a few very niche spells from first and second level that 
  have been omitted. 
  
  PAGE  19 OF 31
  RACE CREATION COOKBOOK
  RANKING AND COST
  The value of spell-like abilities was calculated in a way 
  similar to feats. 
   •  5 points or less: not a useful spell under most circum-
  stances.
   •  6-10 points: useful at lower levels. Most offensive 
  abilities fall into this category
   •  11-15 points: Has some lasting utility even at high 
  level. Often these spells are most useful outside of 
  combat situations.
   • 16-20 points: Has utility through to high level.
   •  21 points or more: Quite powerful abilities that will 
  be a boon to any class.
  For uses beyond the first per day, the cost is ½ the initial. 
  Round up.
  RESKINNING
  Since racial abilities are all about flavor, it is perfectly 
  acceptable to reskin spells into slightly altered forms to 
  better suit a given race. For example, Acid Arrow could 
  become Sound Arrow. Something like Bear’s Endurance 
  could be renamed into a feature more in keeping with the 
  race’s niche. Simple renamings or alterations of energy 
  type are perfectly fine. Take more consideration when 
  altering effects (transforming Rusting Grasp so that it now 
  destroys stone would probably result in an altered point 
  cost, for example.)
  Modifying to Supernatural: You can modify a spell-like 
  ability into a supernatural ability for an additional 2 points, 
  +1 per use beyond the first. Supernatural abilities are 
  slightly more powerful than standard spell-likes.
  Modifying to Exceptional: Costs an additional 3 points, 
  +1 per use beyond the first.
  Modifying to Conditional: Maybe the race in question 
  can only use Aid when directly threatened. Maybe they can 
  only use Acid Arrow when near a source of water. These 
  are conditional modifiers, and can reduce the cost based 
  upon severity. The table below shows the cost modifiers in 
  light blue.
  Minimum cost is 1 point.
  Conditional Modifier Severity: Mild (stops use up to 
  25% of the time)
  Base Cost of spell-like ability 5-10: -2; 11-15: -3; 16+: -4
  Conditional Modifier Severity: Moderate (stops use up to 
  50% of the time)
  Base Cost of spell-like ability 5-10: -3; 11-15: -5; 16+: -7
  Conditional Modifier Severity: Severe (stops use more 
  than 50% of the time). This includes self-cast only for 
  buffs. 
  Base Cost of spell-like ability 5-10: -4; 11-15: -7; 16+: 
  -11
   
  Cost for 
  Spell 
  first use
  Acid arrow 
  10 
  Acid Splash 
  5 
  Aid 
  15 
  Alarm 
  10 
  Align Weapon 
  15 
  Alter Self 
  15 
  Animal Messenger 
  10 
  Animal Trance 
  5 
  Animate Rope 
  11 
  Arcane Lock 
  11 
  Arcane Mark 
  5 
  Augury 
  20 
  Bane 
  10 
  Bear’s Endurance 
  14 
  Bleed 
  5 
  Bless 
  11 
  Bless Water 
  13 
  Bless Weapon 
  18 
  Blindness/Deafness 19 
  Blur 
  20 
  Bull’s Strength 
  14 
  Burning Hands 
  10 
  Calm Animals 
  11 
  Calm Emotions 
  12 
  Cat’s Grace 
  14 
  Cause Fear 
  5 
  Charm Animal 
  12 
  Charm Person 
  19 
  Chill Metal 
  10 
  Chill Touch 
  12 
  Color Spray 
  8 
  Command 
  14 
  Command Undead 
  10 
  Comprehend Lang. 12 
  Consecrate 
  12 
  Continual Flame 
  14 
  Create Food/Water 
  20 
  Create Water 
  12 
  Cure Light Wounds 12 
  Cure Mod. Wounds 16 
  Curse Water 
  13 
  Dancing Lights 
  5 
  Darkness 
  16 
  Darkvision 
  13 
  Daze 
  5 
  Daze Monster 
  8 
  Death Knell 
  8 
  Deathwatch 
  12 
  Delay Poison 
  10 
  Desecrate 
  12 
  Det. Animal/Plant 
  14 
  Detect Chaos/Evil/ 
  Good/Law 
  12
  Detect Magic 
  11 
  Detect Poison 
  9 
  Detect Scrying 
  13 
  Det. Secret Doors 
  13 
  Det. Snares/Pits 
  14 
  Detect Thoughts 
  15 
  Detect Undead 
  11 
  Discern Lies 
  16 
  Disguise Self 
  11 
  Divine Favor 
  17 
  Doom 
  8 
  Eagle’s Splendor 
  14 
  Endure Elements 
  15 
  Enlarge Person 
  19 
  Entangle 
  20 
  Enthrall 
  14 
  Entropic Shield 
  17 
  Erase 
  6 
  Exp. Retreat 
  15 
  Faerie Fire 
  12 
  False Life 
  11 
  
  PAGE  20 OF 31
  RACE CREATION COOKBOOK
  Feather Fall 
  13 
  Find Traps 
  12 
  Flame Blade 
  12 
  Flaming Sphere 
  10 
  Flare 
  6 
  Floating Disk 
  11 
  Fly 
  21 
  Fog Cloud 
  14 
  Fox’s Cunning 
  14 
  Gaseous Form 
  20 
  Gentle Repose 
  11 
  Ghost Sound 
  8 
  Ghoul Touch 
  14 
  Glitterdust 
  23 
  Goodberry 
  11 
  Grease 
  16 
  Guidance 
  5 
  Gust of Wind 
  15 
  Heat Metal 
  10 
  Hide from Animals 14 
  Hide From Undead 12 
  Hideous Laughter 
  16 
  Hold Animal 
  15 
  Hold Person 
  16 
  Hold Portal 
  9 
  Hypnotic Pattern 
  10 
  Hypnotism 
  8 
  Identify 
  14 
  Inf. Light Wounds 
  6 
  Inf. Mod Wounds 
  9 
  Invisibility 
  18 
  Jump 
  13 
  Knock 
  12 
  Know Direction 
  7 
  Levitate 
  11 
  Light 
  7 
  Locate Object 
  14 
  Longstrider 
  12 
  Lullaby 
  5 
  Mage Armor 
  14 
  Mage Hand 
  7 
  Magic Fang 
  8 
  Magic Fang, Grt 
  16 
  Magic Missile 
  10 
  Magic Mouth 
  11 
  Magic Stone 
  9 
  Magic Vestment 
  17 
  Magic Weapon 
  9 
  Magic Weapon, Grt 18 
  Make Whole 
  14 
  Mending 
  7 
  Message 
  6 
  Minor Image 
  15 
  Mirror Image 
  18 
  Mount 
  12 
  Neutralize Poison 
  15 
  Obscure Object 
  13 
  Obscuring Mist 
  16 
  Open/Close 
  6 
  Owl’s Wisdom 
  14 
  Pass Without Trace 14 
  Prayer 
  15 
  Prestidigitation 
  8 
  Produce Flame 
  11 
  Prot. from Arrows 
  12 
  Prot. from Chaos/Evil/
  Good/Law 
  12
  Prot. from Energy 
  18 
  Purify food + drink 
  7 
  Pyrotechnics 
  13 
  Quench 
  15 
  Rage 
  13 
  Ray of Enf. 
  15 
  Ray of Frost 
  5 
  Read Magic 
  8 
  Reduce Animal 
  11 
  Reduce Person 
  14 
  Remove Blind/Deaf 14 
  Remove Curse 
  13 
  Remove Disease 
  13 
  Remove Fear 
  12 
  Remove Paralysis 
  14 
  Resistance 
  7 
  Resist Energy 
  14 
  Rope Trick 
  20 
  Rusting Grasp 
  18 
  Scare 
  11 
  Scorching Ray 
  15 
  See Invisible 
  14 
  Shatter 
  15 
  Shield 
  16 
  Shield of Faith 
  17 
  Shillelagh 
  13 
  Shocking Grasp 
  9 
  Silence 
  15 
  Silent Image 
  13 
  Sleep 
  8 
  Sound Burst 
  10 
  Speak with Animals 12 
  Speak with Dead 
  16 
  Speak with Plants 
  12 
  Spectral Hand 
  11 
  Spider Climb 
  15 
  Spike Growth 
  13 
  Spiritual Weapon 
  12 
  Status 
  15 
  Stone Shape 
  18 
  Summon Swarm 
  13 
  Touch of Fatigue 
  6 
  True Strike 
  11 
  Undet. Alignment 
  10 
  Ventriloquism 
  13 
  Warp Wood 
  13 
  Water Breathing 
  14 
  Water Walk 
  15 
  Web 
  18 
  Wood Shape 
  17
  SECTION 7:  SIZE AND CREATURE TYPE
  Different sizes and creature types are actually collections 
  of lesser advantages and disadvantages covered in various 
  sections of this book. We’ve compiled them into total point 
  costs for the sake of convenience here. Some particularly 
  broken or stupid abilities and types were omitted.
  SECTION 8: 
   MISCELLANEOUS FEATURES
  These are traits and abilities found in various templates 
  that can be extracted to serve as racial features. Many of 
  these are difficult to assess and dependent upon the content 
  of the campaign, use the point costs as guidelines.
  SECTION 9: MOVEMENT AND VISION
  Tactically useful, versatile and highly flavorful, increased 
  movement speeds and alternate movement modes are a 
  good way to add a little more definition to a race. There 
  are 5 basic types of movement. Ranked from weakest to 
  strongest, they are:
  Swim: while most of the time swim doesn’t do anything at 
  all, if you’re faced with a large amount of water it can be a 
  lifesaver.
  Land: General ground movement. Everyone has this, but 
  some races are slower or faster than others.
  Climb: Climb is a fairly powerful movement mode. 
  Although it can be emulated with the Climb skill, being 
  able to climb quickly and freely opens a lot of tactical 
  
  PAGE  21 OF 31
  RACE CREATION COOKBOOK
  SECTION 7:  CREATURE TYPE
  Type 
  Bonuses 
  Cost
  Aberration 
  Darkvision 60 ft (24) 
  24
  Air (sub) 
  Always has fly speed (check for individual), no other restrictions 
  varies
  Angel (sub) 
  Darkvision 60ft (24) low light vision (12) immunity to acid (28), cold (21),  
   
  petrification (8), resistance 10 to electricity (8) and fire (13), +4 saves versus  
   
  poison (4), Tongues (su) Always active (45) 
  163
  Aquatic (sub) 
  Always has swim speed (varies, 15 for 30). Always breathes water,  
  20 (average) 
   
  cannot breathe air without amphibious quality. (+10) 
  Devil (sub) 
  Immune to fire (41) and poison (36), resistance to acid 10 (8) and  
  175 
   
  cold 10 (6), See in Darkness (su) vision pierces any form of darkness  
   
  (29, as per darkvision +5, Telepathy (su) (55)
  Chaotic (sub) 
  Weapons count as chaotically aligned. Must have a chaotic alignment. 
  0
  Cold (sub) 
  Immunity to cold (21), vulnerability to fire (+50% damage) (+21) 
  0
  Construct 
  No constitution score (60), cannot be raised (+40), not at risk from  
  329 
   
  massive damage (5), destroyed at 0 hp (+6), -bonus hp by size (adds  
   
  +12.5 to value per size category above tiny), Immune to poison  
   
  (inclusive), stunning (15), critical hits (10), sleep (12), paralysis (27),  
   
  diseases (inclusive), death effects (25), any type of energy drain (15)  
   
  or ability damage (30), Immune to non-lethal damage (10), Low-light  
   
  vision (12), darkvision to 60 feet (24), Immune to mind-affecting  
   
  abilities (80), Does not eat (12), sleep (9) or breathe (29)
  Dragon 
  Darkvision 60 feet (24), low-light vision (12), Immunity to sleep (12)  
  75 
   
  and paralysis  (27) effects
  Earth (sub) 
  If the creature has a burrow speed, he can burrow through solid rock  
  28 or 48 
   
  (+20 if has burrow speed), Tremorsense 60 feet (28)
  Eladrin (sub) 
  Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28)  
  136 
   
  and petrification (8), Resistance to cold 10 (6) and fire 10 (13),  
   
  Tongues (su) always active (45)
  Elemental 
  Darkvision 60 feet (24), Immunity to poison (36), sleep (12),  
  158 
   
  paralysis (27), stunning (15), Immunity to critical hits (10),  
   
  flanking (14), Difficult to raise (+30), Does not eat (12), sleep (9),  
   
  or breathe (29)
  Evil (sub) 
  Must be evil. Weapons and natural attacks are treated as evilly aligned. 
  0
  Extraplanar (sub) 
  No adjustment 
  0
  Fey 
  Low-light vision (12) 
  12
  Fire (sub) 
  Immunity to fire (41), Takes an additional 50% damage from cold (+11) 
  30
  Giant 
  Large size (22), Low-light vision (12) 
  34
  Goblinoid (sub) 
  Goblin as a bonus language (…+1) 
  1
  Good (sub) 
  Must be good, Weapons and natural attacks are good-aligned  
  0
  Guardinal (sub) 
   Darkvision 60 feet (24), low-light vision (12), Immune to electricity (28),  
  295 
  petrification (8), Resistance cold 10 (6), sonic 10 (3), +4 racial bonus to  
  saves versus poison (4), Law on hands (su) as per paladin but up to the  
  character’s hit points in healing (175), Speak with animals (su) at will as  
  free action. (35)
  Humanoid 
  Standard 
  0
  
  PAGE  22 OF 31
  RACE CREATION COOKBOOK
  Incorporeal 
   Difficult to judge, wide-ranging changes that go far beyond advantages  
  DM’s choice 
  and disadvantages in combat. Consider based upon merits of individual  
  campaigns.
  Lawful (sub) 
  Must be lawful. Weapons and natural attacks treated as lawfully aligned. 
  0
  Monstrous Humanoid (sub) 
  Darkvision 60 feet (24) 
  24
  Outsider 
  Darkvision 60 feet (24), Difficult to raise (+30), Do not eat (12) or sleep (9) 
  15
  Plant 
   Low light vision (12), Immunity to mind-affecting (80), Immunity to  
  161 
  critical hits (10), Immune to poison (36), sleep (12), paralysis (27),  
  polymorph (-40), stunning (15), Do not sleep (9)
  Reptilian (sub) 
  No adjustment 
  Shapechanger (sub) 
  Race must have ability to change shape. No adjustment. 
  Demon (sub) 
   Immunity to electricity (28) and poison (36), Resistance acid 10 (8),  
  146 
  cold 10 (6), fire 10 (13), Telepathy (su) (55)
  Undead 
   Darkvision 60 feet (24), No constitution score but still gains bonus hps  
  389 
  from charisma modifier (110), -difficult raising (tricky) (+30), not at risk  
  from massive damage (5), destroyed at 0 hp (+6), Immune to poison  
  (inclusive), stunning (15), critical hits (10), necromancy effects (varies),  
  sleep (12), paralysis (27), diseases (inclusive), death effects (25), any type  
  of energy drain (15) or ability damage (30), -Immune to non-lethal  
  damage (10), Low-light vision (12), Immune to mind-affecting abilities (80),  
  Does not eat (12), sleep (9) or breathe (29), Uses charisma for concentration  
  checks (0)
  Water (sub) 
  Swim movement (varies, 15 for 30 feet), Can breathe water and air (as  
  41 
   
  per does not breathe – the extra bonuses) (26)
  SECTION 7:  SIZE
  Size 
  Modifiers 
  Cost
  Small 
   +1 AC (14), +1 to hit (15), +4 stealth (12), -4 grapples, assorted maneuvers (+20),  
  8 
  carrying ¾ (+4), equipment weight ½ (6), smaller weapons (+15)
  Medium 
  None 
  0
  Large 
  -1 AC (+14), -1 to hit (+15), -4 stealth (+12), +4 grapples, assorted maneuvers (20) 
  22 
   
  +5 ft reach (30), Carrying x1.5 (4), Equipment weight x2 (-6), Larger weapons (15)
  options up for a character without being a real campaign 
  breaker.
  Fly: Fly is a powerful movement mode. Suddenly, non-
  flying melee monsters are useless against you, you can 
  easily scout, and a lot of obstacles are rendered inconse-
  quential. While being able to fly is certainly a cool racial 
  feature, consider the tone of your campaign before creating 
  a flying race.
  Burrow: Burrow is a crazy movement mode. It has a lot of 
  similarities with flight in terms of bypassing obstacles, but 
  it can also completely destroy earthen objects. A standard 
  subterranean dungeon with any amount of sand, clay or 
  loose earth is no match for a character with burrow. This is 
  an interesting racial feature but consider the ramifications 
  on your campaign. It’s hard to put a point value on some-
  thing that simply bypasses the environment.
  MOVEMENT SPEEDS
  Movement Mode 
  10 ft 
  20 ft 
  30 ft 
  40 ft 
  50ft
  Land 
  0 
  10 
  30 
  40 
  50
  Swim 
  5 
  10 
  15 
  20 
  25
  Climb 
  15 
  25 
  35 
  45 
  55
  Flight (Average) 
  18 
  36 
  54 
  72 
  90
  Flight (Good) 
  38 
  56 
  74 
  92 
  110
  Burrow 
  20 
  40 
  60 
  80 
  100
   • Average land movement speed is 30 for medium races.
   •  Flight (Average): 30 ft was costed as per 4 uses of the 
  spell (54 points), enough to keep flight up for the stan-
  dard 4 encounters per day. The actual fly spell is twice 
  as fast and has additional manueverability, but can be 
  dispelled. 
  
  PAGE  23 OF 31
  RACE CREATION COOKBOOK
  SECTION 8: MISCELLANEOUS FEATURES
  Feature 
  Effect 
  Cost
  Destroyed at 0 HP 
  As per having 10 less hp at half cost 
  +6 bonus points
  Difficult to Raise 
  Requires limited wish+ 
  +30 bonus points
  Does not breathe 
  As per exceptional water breathing 4/day (self only) with a  
  29 
   
  few extra advantages (+3) 
  Does not eat 
  As per create food and water 1/day (self only, exceptional) 
  12
  Does not sleep 
  As per alarm 1/day (self only, exceptional) 
  9
  Immune to Ability Damage 
   Covers several spells and effects, as well as most poisons.  
  30 
  Difficult to assess objectively as there are 6 different stats to  
  damage and effects will vary wildly by class, so just assessed  
  as per a top feat.
  Immune to Critical Hits 
   Actually prevents about 5% of incoming damage (some  
  10 
  creatures have larger critical ranges but confirmation bumps it  
  back down to slightly more than 5%) (365 lifetime crit  
  damage/57 days is 6.4 damage per day, worth 8 points, +2  
  for the occasional higher crit creature. 
  10
  Immune to Energy Drain 
   Only a few monsters and spells have this effect. More  
  15 
  dangerous to spellcasters. As per a specialized feat.
  Immune to Flanking 
   This prevents a +2 to hit in some cases, and sneak attack  
  14 
  damage. Counting this as +1 to AC overall since opportunities  
  for utility are mostly limited to preventing the hit bonus and  
  not all the time.
  Immune to non-lethal damage 
  Rarely useful. As per a poor feat. 
  10
  Impossible to Raise 
  Cannot be raised 
  +40 bonus points
  No Constitution Score 
   Partial Immunity to fortitude saves (still affected by object  
  60 
  saves) (110), no bonus hp from con (assuming average  
  14 con, -50)
  No risk from massive damage 
  Yay you get to dodge a saving throw that is obsolete by  
  5 
   
  the time you have to make it
  Telepathy (su) 
   As per supernatural comprehend languages 4 times a  
  55 
  day (14+7+7+7) but allows two way communication  
  in stealth (+20)
  Tongues (su) 
   As per supernatural comprehend languages 4 times a  
  45 
  day (14+7+7+7), but allows 2 way communication (+10)
  Tricky to Raise 
  Requires resurrection+ 
  +20 bonus points
  Self-healing 
   As per amount of hps provided per day. In terms of the  
  Varies, or 175 
  guardinal lay on hands ability, assume a d8 HD and a  
  for the guardinal  
  constitution of 14. 
   version.
  Stability 
   Armor movement penalty reduced by 10 feet. Treated  
  5 
  as per a 10 foot increase in movement but at ½ cost due  
  to limited scope of use.
  
  PAGE  24 OF 31
  RACE CREATION COOKBOOK
   •  Flight (Good): 30ft was costed as per average maneu-
  verability, but scaled up by 20 points in each instance 
  for the extra utility.
  VISION
  Different races have a variety of vision types. Sometimes 
  being able to see in the dark is pretty handy, especially if 
  you don’t have the spell Darkvision available. Speaking 
  of that, we costed Darkvision the ability as per 2 casts of 
  darkvision the spell. Low-light vision was deemed to be 
  half as expensive.
  Costs are not proportional to their range. Simply having the 
  ability is more valuable than the range per se, and so the 
  lowest ranges are costed relatively higher.
  Vision Type 
  30 feet 
  60 feet 
  90 feet
  Low-Light Vision 
   No range on low-light vision.  
   
   Universally worth 12
  Darkvision 
  20 
  24 
  28
  Scent 
  22 
  26 
  30
  Blindsense 
  22 
  26 
  30
  Blindsight 
  40 
  50 
  60
  Tremorsense 
  24 
  28 
  32
  See Magic* 
  25 
  29 
  33
  *As per Detect Magic, considered spell-like, at 4 uses per 
  day (as it will be useful in pretty much every encounter).
  Most of the vision modes are used to detect invisible or 
  hidden enemies, which can be easily replaced by a spell (or 
  any number of spells depending on the specific opponent). 
  The different vision modes are far more useful to monsters 
  than they are for players, who are usually stacked to the 
  gills with divinations. The spell See Invisible was taken as 
  a general template for blindsense, even though the vision 
  mode is slightly worse in some cases and slightly better in 
  others.
  Scent is similar to Blindsense but worse in almost every 
  way – it can’t pinpoint until you’re within 5 feet.  It allows 
  tracking, though, and recognizing particular smells, and 
  thus for the additional utility it is assumed to be equal.
  Tremorsense is akin to Blindsense but does not require line 
  of effect. Instead it requires that a target be moving, and on 
  the ground. Usually this is a bit better than blindsense and 
  that is reflected in the costing.
  Blindsight is the most powerful of the lot. It negates 
  displacement, blur, almost all concealment, and has the 
  added advantage of making a creature basically immune to 
  blindness. 
  SECTION 10: NATURAL ATTACKS
  Some races have claws, fangs, horns, hooves, tails, tenta-
  cles, and so on. So why let their monster brethren attack 
  with claw and fang and not allow a race with natural 
  weapons to make use of their sharpest parts? Certainly not 
  because they’re too civilized; these are adventurers we’re 
  talking about. The more ways you have to kill somebody 
  and take their stuff, the better.
  We arrive at a problem when it comes to costing natural 
  attacks. We have to look at how much damage these 
  attacks can cause, whether they’re preferable to a held 
  weapon, and whether they can be used as a secondary 
  attack.
  At baseline, most races can punch for 1d3 nonlethal 
  damage, at the cost of an attack of opportunity. With the 
  feat “Improved Unarmed strike” this becomes 1d3 lethal 
  damage with no AoO, so we’ll cost a natural attack for 1d3 
  at about 1/2 improved unarmed strike. Having a natural 
  attack doesn’t qualify you for a lot of feat chains like IUS 
  does).
  Primary attacks are those which replace a weapon attack. 
  Secondary attacks can be used in addition to weapon 
  attacks during a full attack action at a -5 to hit. Secondary 
  attacks are just flat-out extra damage and are costed at the 
  price of regular primary attacks x1.5.
  Natural Attack 
  Cost for 
  Cost for 
  Damage 
  Primary 
  Secondary
  1d2 
  2 points 
  3 points
  1d3 
  4 points 
  6 points
  1d4 
  6 points 
  9 points
  1d6 
  8 points 
  12 points
  1d8 
  10 points 
  15 points
  2d4 
  12 points 
  18 points
  1d10 
  14 points 
  21 points
  1d12 
  16 points 
  24 points
  2d6 
  18 points 
  27 points
  SECTION 11:  
  APPENDIX A MONSTER TABLE
  It may appear that there are less than 300 monsters in this 
  table (and there are). However, this is because several were 
  removed to comply with the SRD. The data of similar crea-
  tures was instead included on the grand tally to account for 
  their loss.
  
  PAGE  25 OF 31
  RACE CREATION COOKBOOK
  SECTION 11: APPENDIX A MONSTER TABLE
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Aboleth 
  4 
   
  1 
  1 
   
   
   
   
   
   
   
   
   
  F, W, 
  Aboleth mage 
  4 
   
  1 
  1 
  1 
   
   
  1 
   
  1 
   
   
   
  F,R,W
  Achaeirai 
  3 
   
  1 
   
   
   
   
   
   
   
   
   
   
  F
  Allip 
  1 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Astral Deva 
  3 
   
   
   
   
   
   
  1 
    
   
   
   
   
  F,R,W
  Planetar 
  3 
   
  1 
  1 
   
   
   
  1 
  1 
   
   
   
   
  F,R,W
  Solar 
  4 
   
  1 
  1 
  1 
   
   
  1 
  1 
  1 
  1 
   
   
  F,R,W
  An. Object T 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object S 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object M 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object L 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object H 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object G 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  An. Object C 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Ankheg 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Aranea 
  1 
   
   
   
   
  1 
  1 
   
   
   
   
   
   
  F, W
  Lantern Arc. 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  W
  Hound Arc. 
  3 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  W
  Hound Arc. H 
  5 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  W
  Trumpet Arc. 
  3 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F,R,W
  Arrowhawk J 
  1 
   
   
   
   
   
   
   
   
  1 
   
   
   
  Arrowhawk A 
  1 
   
   
   
   
   
   
   
   
  1 
   
   
   
  Arrowhawk E 
  1 
   
   
   
   
   
   
   
   
  1 
   
   
   
  Assassin Vine 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Athach 
  5 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Azer 
  1 
   
   
   
   
   
   
   
  1 
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Barghest 
  3 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Barghest, G 
  3 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Basilisk* 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Basilisk, GA* 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Behir 
  1 
   
   
   
   
   
   
   
   
  1 
   
  1 
   
  R
  Beh, Gauth 
  1 
   
   
   
  1 
   
  1 
   
  1 
   
   
   
   
  F, W
  Belker 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Blink Dog 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Bodak 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Bugbear 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Bulette 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Centaur 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Chaos Beast 
  2 
   
   
   
   
   
   
   
  1 
  1 
  1 
  1 
   
  F
  Chimera 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Choker 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  
  PAGE  26 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Chuul 
  2 
   
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Chuul 
  2 
   
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Cloaker 
  2 
   
  1 
   
  1 
   
   
   
   
   
   
   
   
  F, W
  Cockatrice* 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Couatl 
  1 
   
  1 
   
   
  1 
   
  1 
  1 
   
  1 
   
   
  F, W
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Darkmantle 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Delver 
  2 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Babau 
  3 
   
   
   
   
   
   
  1 
   
   
   
  1 
   
  R
  Balor 
  6 
   
  1 
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Bebelith 
  3 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Dretch 
  3 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F, W
  Glabrezu 
  5 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  W
  Hezrou 
  3 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F, W
  Marilith 
  10 
   
   
   
   
   
   
  1 
   
   
   
   
   
  R, W
  Nalfeshnee 
  3 
   
  1 
   
   
   
   
  1 
   
  1 
   
   
   
  R, W
  Quasit 
  3 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F, W
  Retriever* 
  6 
   
   
   
   
   
   
   
  1 
  1 
  1 
   
   
  F, R
  Succubus 
  2 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  F, W
  Vrock 
  5 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F, R
  Derro 
  1 
   
  1 
   
   
  1 
   
   
   
   
   
   
  1 
  F, W
  Destrachan 
  2 
   
   
   
   
   
   
   
   
   
   
   
  1 
  F, R
  Barbed devil 
  2 
   
  1 
  1 
  1 
   
   
  1 
  1 
   
   
   
   
  F, W
  Bearded devil 
  2 
  1 
   
   
   
   
   
  1 
   
   
   
   
   
  F
  Bone Devil 
  4 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F, W
  Chain Devil 
  6 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Erinyes 
  1 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  R, W
  Hellcat 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Horned Devil 
  5 
   
  1 
   
   
   
   
  1 
  1 
  1 
   
   
   
  F, R, W
  Ice Devil 
  5 
   
  1 
   
   
   
   
  1 
   
   
  1 
   
   
  F, W
  Imp 
  1 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F, W
  Lemure 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Pit Fiend 
  6 
  1 
  1 
   
  1 
  1 
   
  1 
  1 
   
   
   
   
  F, R, W
  Devourer 
  2 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  F, W
  Digester 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Deinonychus 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  Elasmosaurus 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Megaraptor 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  Triceratops 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Tyrannosaurus 1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  Doppleganger 
  1 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Black Dragon 
  7 
   
  1 
   
   
   
   
  1 
   
   
   
  1 
   
  F, R, W
  Blue Dragon 
  7 
   
  1 
   
   
   
   
  1 
   
  1 
   
   
   
  F, R, W
  Green Dragon 
  7 
   
  1 
  1 
   
   
   
  1 
   
   
   
  1 
   
  F, R, W
  Red Dragon 
  7 
   
  1 
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  
  PAGE  27 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  White Dragon 
  7 
   
  1 
   
   
   
   
  1 
   
   
  1 
   
   
  F, R, W
  Brass Dragon 
  7 
   
  1 
   
   
   
  1 
  1 
  1 
   
   
   
   
  F, R, W
  Bronze Drag. 
  7 
   
  1 
   
   
   
   
  1 
   
  1 
   
   
   
  F, R, W
  Copper Drag. 
  7 
   
  1 
   
   
   
   
  1 
   
   
   
  1 
   
  F, R, W
  Gold Dragon 
  7 
   
  1 
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Silver Dragon 
  7 
   
  1 
   
  1 
   
   
  1 
   
   
  1 
   
   
  F, R, W
  Drag. Turtle 
  3 
   
   
   
   
   
   
   
  1 
   
   
   
   
  R
  Dragonne 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  W
  Drider 
  3 
   
  1 
   
   
  1 
   
  1 
   
   
  1 
   
   
  F, R, W
  Dryad 
  1 
   
  1 
  1 
   
   
  1 
  1 
   
   
   
   
   
  R, W
  Duergar 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Giant Eagle 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Bralani 
  2 
   
  1 
  1 
   
   
   
  1 
   
  1 
   
   
   
  R, W
  Ghaele* 
  2 
   
  1 
   
  1 
  1 
   
  1 
  1 
  1 
   
  1 
   
  F, R, W
  Air Elemental 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Earth Elem. 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Fire Elemental 2 
   
   
   
   
   
   
   
  1 
   
   
   
   
  R
  Water Elem. 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Drow 
  1 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  E. Filcher 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  E. Marauder 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Ettercap 
  3 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Ettin 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Formian W. 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Formian War 
  4 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Formian Task 
  3 
   
  1 
   
   
  1 
   
   
   
   
   
   
   
  F, W
  Formian Myr 
  2 
   
  1 
   
   
  1 
   
  1 
   
   
   
   
   
  F, W
  Formian Q. 
   
   
  1 
   
   
  1 
   
  1 
  1 
  1 
  1 
  1 
   
  F, R, W
  Frost Worm 
  1 
   
  1 
   
   
   
   
   
   
   
  1 
   
   
  R, W
  Shrieker 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Violet Fungus 
  4 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Gargoyle 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  Djinni 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  R, W
  Efreeti 
  2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Janni 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F
  Ghoul 
  3 
  1 
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Ghast 
  3 
  1 
   
   
  1 
  1 
   
   
   
   
   
   
   
  F
  Cloud Giant 
  3 
   
   
   
   
   
   
  1 
   
   
   
   
   
  Fire Giant 
  3 
   
   
   
   
   
   
   
  1 
   
   
   
   
  Frost Giant 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Frost G. Jarl 
  4 
   
  1 
   
   
  1 
   
   
   
   
  1 
   
   
  F, W
  Hill Giant 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  
  PAGE  28 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Stone Giant 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Storm Giant 
  3 
   
   
   
   
   
   
  1 
   
  1 
   
   
   
  R
  Gib. Mouther 
  7 
   
  1 
   
   
   
   
   
   
   
   
  1 
   
  F, R, W
  Girallon 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  Gnoll 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Svirfneblin 
  1 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F
  Goblin 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Clay Golem 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Flesh Golem 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Iron Golem 
  2 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Stone Golem 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  W
  G. Stone Gol. 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  W
  Gorgon* 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F, R
  Gray Render 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Grick 
  5 
   
   
   
   
   
   
   
   
   
   
   
   
  Griffon 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Grimlock 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Avoral 
  2 
   
  1 
  1 
   
   
   
  1 
   
  1 
   
   
   
  R, W
  Leonal 
  3 
   
  1 
   
  1 
   
   
  1 
  1 
   
   
   
  1 
  F, R, W
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Annis 
  3 
   
   
   
   
   
   
  1 
   
   
   
   
   
  Green Hag 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F, W
  Sea Hag 
  2 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  F, W
  Harpy 
  3 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Hell Hound 
  1 
   
   
   
   
   
   
   
  1 
   
   
   
   
  R
  Hippogriff 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Hobgoblin 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Homunculus 
  1 
   
   
   
   
  1 
  1 
   
   
   
   
   
   
  F
  Howler 
  2-5 
   
  1 
   
   
   
   
   
   
   
   
   
   
  R, W
  Hydra 
  X 
   
   
   
   
   
   
   
   
   
   
   
   
  Pyrohydra 
  X 
   
   
   
   
   
   
   
  1 
   
   
   
   
  R
  Cryohydra 
  X 
   
   
   
   
   
   
   
   
   
  1 
   
   
  R
  Kolyarut 
  2 
   
  1 
  1 
  1 
   
   
  1 
   
   
   
   
   
  F, W
  Marut 
  2 
   
  1 
   
   
   
   
  1 
   
  1 
   
   
  1 
  F, R, W
  Zelekhut 
  2 
   
  1 
  1 
   
   
   
  1 
   
  1 
   
   
   
  F, W
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Inv. Stalker 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Kobold 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Kraken 
  9 
   
  1 
   
   
   
   
  1 
   
   
   
   
   
  W
  Krenshar 
  4 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Kuo-Toa 
  2 
   
   
   
   
   
   
   
   
  1 
   
   
   
  R
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Lamia 
  4 
   
  1 
   
   
   
  1 
  1 
   
   
   
   
   
  W
  Lammasu 
  2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  R
  
  PAGE  29 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  G. Protector 
  2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  R
  Lich 
  1 
   
  1 
   
  1 
   
   
  1 
  1 
  1 
  1 
  1 
  1 
  F, R, W
  Lillend 
  3 
   
  1 
  1 
  1 
   
  1 
  1 
   
   
   
   
  1 
  W
  Lizardfolk 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Locathah 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Werebear 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Wereboar 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Wererat 
  2 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Weretiger 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Werewolf 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  WW Lord 
  4 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Magmin 
  1 
   
   
   
   
   
   
   
  1 
   
   
   
   
  F, R
  Manticore 
  6 
   
   
   
   
   
   
   
   
   
   
   
   
  Medusa* 
  3 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Air Mephit 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  R
  Dust Mephit 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  R
  Earth Mephit 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  R
  Fire Mephit 
  2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  R, W
  Ice Mephit 
  2 
   
   
   
   
   
   
  1 
   
   
  1 
   
   
  R, W
  Magma Meph. 2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Ooze Mephit 
  2 
   
   
   
   
  1 
   
  1 
   
   
   
  1 
   
  F, R
  Salt Mephit 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  F, R, W
  Steam Mephit 
  2 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  R
  Water Mephit 
  2 
   
   
   
   
  1 
   
  1 
   
   
   
  1 
   
  F, R
  Merfolk 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Mimic 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Minotaur 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Mohrg 
  2 
   
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Mummy 
  1 
  1 
  1 
   
  1 
   
   
   
   
   
   
   
   
  F, W
  Mummy Lord 
  1 
  1 
  1 
  1 
  1 
   
   
  1 
   
   
   
   
   
  F, W
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Dark Naga 
  2 
   
  1 
   
   
  1 
   
  1 
  1 
  1 
  1 
   
   
  F, R, W
  Guard. Naga 
  1 
   
  1 
   
   
  1 
   
  1 
  1 
  1 
  1 
   
   
  F, R, W
  Spir. Naga 
  1 
   
  1 
  1 
   
  1 
   
  1 
  1 
   
  1 
   
   
  F, R, W
  Water Naga 
  1 
   
  1 
   
   
  1 
   
  1 
   
   
   
  1 
   
  F, W
  Night Hag 
  1 
  1 
  1 
   
   
   
  1 
  1 
   
   
   
   
   
  F, W
  Nightmare 
  3 
   
   
   
   
   
   
   
  1 
   
   
   
   
  F
  Cauchemar 
  3 
   
   
   
   
   
   
   
  1 
   
   
   
   
  F
  Nightcrawler 
  2 
  1 
  1 
   
  1 
  1 
   
  1 
   
   
  1 
  1 
   
  F, R, W
  Nightwalker 
  2 
  1 
  1 
   
  1 
   
   
  1 
   
   
  1 
   
   
  F, R, W
  Nightwing 
  1 
  1 
  1 
   
  1 
   
   
  1 
   
   
  1 
   
   
  F, R, W
  Nymph 
  1 
   
  1 
  1 
   
   
   
  1 
   
  1 
   
   
   
  F, R
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Ogre 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  
  PAGE  30 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Ogre Mage 
  1 
   
  1 
  1 
   
   
  1 
  1 
   
   
  1 
   
   
  R, W
  Black Pudding 1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  E. Black Pud 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Gel. Cube 
  1 
   
   
   
  1 
   
   
   
   
   
   
  1 
   
  F, R
  Gray Ooze 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Ochre jelly 
  1 
   
   
   
   
   
   
   
   
   
   
  1 
   
  R
  Orc 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Otyugh 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Owl, Giant 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Owlbear 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Pegasus 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Phant. Fungus 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Phase Spider 
  1 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Phasm 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Pseudodragon 
  2 
   
   
   
   
  1 
  1 
   
   
   
   
   
   
  F
  Purple Worm 
  2 
   
   
   
   
  1 
   
   
   
   
   
  1 
   
  F
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Rakshasa 
  3 
   
  1 
  1 
   
   
   
  1 
   
   
   
  1 
   
  F, W
  Rast 
  4 
   
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Ravid 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Remorhaz 
  1 
   
   
   
   
   
   
   
  1 
   
   
   
   
  F
  Roc 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Roper 
  7 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Rust Monster 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Sahuagin 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Salamander 
  3 
   
   
   
   
   
   
   
  1 
   
   
   
   
  Sal. Noble 
  4 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  R
  Satyr 
  2 
   
  1 
  1 
   
   
  1 
  1 
   
   
   
   
   
  W
  Sea Cat 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Shadow 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Shad. Mastiff 
  1 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Sham. Mound 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  Shield guard. 
  2 
   
   
   
   
   
   
  1 
   
   
   
   
   
  Shock Lizard 
  1 
   
   
   
   
   
   
   
   
  1 
   
   
   
  R
  Skeleton 
  var 
   
   
   
   
   
   
   
   
   
   
   
   
  Skum 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Red Slaad 
  3 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Blue Slaad 
  5 
  1 
   
  1 
  1 
   
   
  1 
   
   
   
   
   
  F, W
  Green Slaad 
  3 
   
  1 
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Gray Slaad 
  3 
   
   
   
   
   
   
  1 
   
  1 
   
   
   
  F, R, W
  Death Slaad 
  3 
   
  1 
   
  1 
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Spectre 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Androsphinx 
  2 
   
  1 
   
  1 
   
   
  1 
   
   
   
   
  1 
  F, W
  
  PAGE  31 OF 31
  RACE CREATION COOKBOOK
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Criosphinx 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Gynosphinx 
  2 
   
  1 
   
   
   
  1 
  1 
   
   
   
   
   
  W
  Hieracophinx 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Spider Eater 
  2 
   
   
   
  1 
  1 
   
   
   
   
   
   
   
  F
  Grig 
  1 
   
   
   
   
   
   
  1 
  1 
   
   
   
   
  F, R, W
  Nixie 
  1 
   
  1 
  1 
   
   
   
  1 
   
   
   
   
   
  W
  Pixie 
  1 
   
  1 
   
   
   
  1 
  1 
   
   
   
   
   
  R, W
  Bat Swarm 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Centipede Sw. 1 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Hellwasp Sw. 
  1 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Locust Swarm 1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Rat Swarm 
  1 
  1 
   
   
   
   
   
   
   
   
   
   
   
  F
  Spider Swarm 
  1 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Tarrasque 
  6 
   
  1 
   
   
   
   
   
   
   
   
  1 
   
  W
  Tendriculos 
  3 
   
   
   
  1 
   
   
   
   
   
   
  1 
   
  F
  Thoqqua 
  1 
   
   
   
   
   
   
   
  1 
   
   
   
   
  R
  Titan 
  4 
   
  1 
   
  1 
   
   
  1 
  1 
  1 
   
   
   
  R, W
  Tojanida 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Treant 
  2 
   
   
   
   
   
   
   
   
   
   
   
   
  R
  Triton 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Troglodyte 
  3 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Troll 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Unicorn 
  3 
   
   
   
   
   
   
   
   
   
   
   
   
  Cel. Charger 
  3 
   
   
   
   
   
   
  1 
   
   
   
   
   
  W
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Vampire 
  V 
   
  1 
  1 
   
   
   
   
   
   
   
   
   
  F, W
  Vamp. Spawn 
  1 
   
  1 
  1 
   
   
   
   
   
   
   
   
   
  F, W
  Vargouille 
  1 
   
  1 
   
  1 
  1 
   
   
   
   
   
   
   
  F
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Wight 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Will O’ Wisp 
  1 
   
   
   
   
   
   
   
   
  1 
   
   
   
  Winter Wolf 
  1 
   
   
   
   
   
   
   
   
   
  1 
   
   
  R
  Worg 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  Wraith 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Dread Wraith 
  1 
   
   
   
   
   
   
   
   
   
   
   
   
  F
  Wyvern 
  6 
   
   
   
   
  1 
   
   
   
   
   
   
   
  F
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Xill 
  4 
   
   
   
  1 
   
   
   
   
   
   
   
   
  F
  Xorn 
  4 
   
   
   
   
   
   
   
   
   
   
   
   
  Name 
  #att dis mind per para pois 
  slp 
  spell 
  fire 
  elec 
  cold 
  acid 
  son 
  saves
  Yeth Hound 
  1 
   
  1 
   
   
   
   
   
   
   
   
   
   
  W
  Yrthak 
  3 
   
   
   
   
   
   
   
   
   
   
   
  1
  
  LPJ9589
  3.5 SYSTEM COMPATIBLE
  RACES OF OBSIDIAN T WILIGHT: LYKIAN
  COMING SOON
  POST APOCALYPTIC SURVIVAL HORROR FANTASY SETTING
  WWW.LPJDESIGN.COM
  
  LPJXXXX
  3.5 SYSTEM COMPATIBLE
  RACES OF OBSIDIAN TWILIGHT: EXALTED
  LPJXXXX
  3.5 SYSTEM COMPATIBLE
  RACES OF OBSIDIAN TWILIGHT: HARROWED
  LPJXXXX
  3.5 SYSTEM COMPATIBLE
  RACES OF OBSIDIAN TWILIGHT: KHYMER
  LPJXXXX
  3.5 SYSTEM COMPATIBLE
  RACES OF OBSIDIAN TWILIGHT: OSIRIAN
  A DARK STAR FELL FROM THE SKY 
  BRINGING WITH IT THE END OF ALL THINGS!
  POST APOCALYPTIC SURVIVAL HORROR FANTASY SETTING
  COMING SOON FROM LOUIS PORTER JR. DESIGN
  WWW.LPJDESIGN.COM
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9587 - Race Creation Cookbook.pdf