Racial Types

Each creature has one type, which broadly defines its abilities. Some creatures also have one or more subtypes. A creature cannot violate the rules of its subtype without a special ability or quality to explain the difference—templates can often change a creature’s type drastically. Unless otherwise noted below, all types and subtypes are as presented on the Pathfinder Creature Types and Subtypes page.

Changed Creature Types

Nothing yet

Changed Creature Subtypes

Dominant Race Subtypes

Our playable race subtypes may differ from those presented by Pathfinder (for instance, Kitsune). Refer to the appropriate race in our wiki in all cases where there’s a conflict.

Drake

Drakes are a weaker subspecies of Dragons that lack their forelimbs and much of the intelligence and mystical might native to True Dragons. The Drake subtype replaces the attributes normally granted by the Dragon type.

  • A drake has the following features, replacing those granted by the dragon type.
    • d10 Hit Die.
    • Base attack bonus equal to total Hit Dice (fast progression).
    • Good Fortitude and Reflex Saves.
    • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for drakes: Acrobatics, Climb, Fly, Perception, Stealth, Swim.
  • Traits: A drake possesses the following traits (unless otherwise noted in a creature’s entry).
    • Darkvision 60 feet and low-light vision.
    • +4 on saves vs magical sleep effects and paralysis. Gains a save vs paralysis even if the effect wouldn’t normally allow one.
    • Drakes do not count as dragons for any spell, feat, item, or similar effect where it would benefit them. Drakes are negatively effected by any spell, feat, item, or similar effect that would negatively effect a dragon.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Drakes breathe, eat, and sleep.
Wurm

Wurms are a limbless, wingless subspecies of Dragons. The Wurm subtype replaces the attributes normally granted by the Dragon type.

  • A wurm has the following features, replacing those granted by the dragon type.
    • d12 Hit Die.
    • Base attack bonus equal to total Hit Dice (fast progression).
    • Good Fortitude Saves.
    • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. The following are class skills for drakes: Acrobatics, Climb, Perception, Stealth, Swim.
  • Traits: A wurm possesses the following traits (unless otherwise noted in a creature’s entry).
    • Darkvision 60 feet and low-light vision.
    • +4 on saves vs magical sleep effects and paralysis. Gains a save vs paralysis even if the effect wouldn’t normally allow one.
    • Wurms do not count as dragons for any spell, feat, item, or similar effect where it would benefit them. Wurms are negatively effected by any spell, feat, item, or similar effect that would negatively effect a dragon.
    • Proficient with its natural weapons only.
    • Proficient with no armor.
    • Drakes breathe, eat, and sleep.
Artifice Creation

Artifice Creations are a subtype of Constructs. Because of their more biological form (and their occasional, if minor, intelligence), the Artifice subtype replaces the attributes normal granted by the Construct

  • An artifice creation has the following features.
    • d10 Hit Die.
    • Base attack bonus equal to total Hit Dice (fast progression).
    • Good Fortitude Saves.
    • Skill points equal to 2 + Int modifier (minimum 1) per Hit Die. However, most artifice creations are mindless and gain no skill points or feats. Artifice creations do not have any class skills, regardless of their Intelligence scores.
  • Traits: An artifice creation possesses the following traits (unless otherwise noted in a creature’s entry).
    • Low-light vision.
    • Darkvision 60 feet.
    • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). An artifice creation with an intelligence score loses this immunity.
    • Immunity to disease, death effects, necromancy effects, poison, and sleep effects.
    • Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Artifice Creations can also be healed through spells such as Make Whole. An artifice creation with the fast healing special quality still benefits from that quality.
    • Not subject to fatigue, exhaustion, energy drain, or nonlethal damage.
    • Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
    • Not at risk of death from massive damage.
    • An artifice creation cannot be raised or resurrected, though an artificer can rebuild them.
    • Artifice creations count as constructs for all purposes.
    • Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
    • Proficient with no armor.
    • Artifice creations do not breathe, eat, or sleep. Intelligent artifice creations will often mimic breathing and occasionally even sleeping, but do not need to do so to survive.

Kami

  • In progress

Oni

  • In progress

Racial Types

Skies of Glass Planeswalker Planeswalker