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Pathfinder Race Guide

Pathfinder Race Guide

Table of Contents:

A Million Options Made Simple

Pathfinder is a system with a million options and builds with countless exploits and wrong turns. If you’re now facing a confusing wall of races, alternate racial options, and favored class options, don’t worry, we’re here to help. Instead of overloading you with stats, we’re going to go through every pathfinder race (excluding a few of the insane ones your GM won’t allow anyway) and briefly explain what that race is like, what its main stats are, and what classes work well with it. We’ll also list the “power” of that race, since some GM’s will only allow up to “advanced” races or will have similar restrictions. And, if you are after that torrent of stats, each and every race has a link to a full rundown of all that race’s many stats and options. Grab a fresh character sheet and a pencil as we go through everything you need to know.  

Using This Guide

Firstly, the title of each race is a link that will take you to that race’s full rundown of stats and abilities.

Secondly, we have each race’s ability score bonuses (usually the most important part) laid out for easy comparison. 

Next, each race has a “power level”. Essentially, if you count out each race’s litany of abilities some of them just plainly have better abilities than others. Generally, this gets divided into standard races, advanced races, and monstrous races. Most GMs allow standard and advanced races, but don’t allow monstrous races or will only allow them with a level dip or similar penalty. There’s also a few that didn’t get a clean racial point breakdown when they were printed, and those are labeled unknown. Generally, assume unknown races are at least at the advanced race power level. In any case, make sure you know what power level your GM is allowing before building your character.

Finally, we take a look at what classes would fit well with each race. We’re not going terribly deep beyond the compatibility of the stat bonuses, but that’s often the most important thing to consider. Classes put under ideal classes line up perfectly, meaning that the class requires every bonus the race provides, and isn’t hurt much by any penalties. Classes put under potential classes line up partially, meaning that at least one of the race’s bonuses works for the class but either the other ability bonus goes largely unused or the penalty is an issue for the class. We’re only going by the “standard” form of the classes though, so be aware there may be class archetypes or multi-class builds that line up differently with each race.

Aasimar

Ability Score Bonuses: +2 Wisdom, +2 Charisma 

Power Level: Advanced Race

Ideal Classes: Cleric

Potential Classes: Antipaladin, Arcanist, Bard, Bloodrager, Druid, Gunslinger, Hunter, Inquisitor, Medium, Mesmerist, Monk, Ninja, Oracle, Paladin, Psychic, Ranger, Shaman, Shifter, Skald, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vampire Hunter, Vigilante, Warpriest  

Aasimar are angel-kin, in one way or another celestial blood has entered their family line and holy power runs through their veins. Worth noting that any humanoid race can be an aasimar, from great big angel orcs to little gnome cherubs. I particularly like their favored class option for summoners, which can stack up serious DR fast.

👉 Click Here for Aasimar Miniatures

Android

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Charisma 

Power Level: Advanced Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Brawler, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Kineticist, Magus, Psychic, Ranger, Rogue, Shaman, Slayer, Spiritualist, Warpreist

Definitely not suitable for every campaign (unless your DM is super flexible about sci-fi leaking into his fantasy campaign). They’re main claim to fame is an ability called “nanite surge” that usually forces a roll through once per day. I particularly like their favored class options for witches and wizards that cleanly lets them learn additional spells.

👉 Click Here for Android Miniatures

 

Aquatic Elf

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Constitution 

Power Level: Advanced Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Arcanist, Bard, Druid, Fighter, Gunslinger, Magus, Mesmerist, Ninja, Oracle, Psychic, Ranger, Rogue, Shaman, Spiritualist

All the benefits of being an elf, now waterproof. Significantly fewer logistics to figure out than playing a merfolk, aquatic elves are a good middle ground option if your campaign will spend a lot (but not all) of the time underneath the waves. Their wizard favored class option makes them one of the only ways to effectively use fireballs underwater.

👉 Click Here for Aquatic Elf Miniatures

 

Astomoi

Ability Score Bonuses: +2 Intelligence, +2 Wisdom,  -2 Constitution 

Power Level: Unknown

Ideal Classes: Psychic

Potential Classes: Alchemist, Arcanist, Cleric, Druid, Investigator, Magus, Shaman, Spiritualist, Witch, Wizard

An extremely weird one, you don’t eat, don’t see (kind of), don’t have a face, and are made of astral nothingness. You magically sense the world within 60 feet, but are blind beyond it, so that makes any far ranging strategies pretty hard, but you also don’t want to get into melee with the weak CON. Psychic is the only class that seems to work with them easily, but they do work well there.

Caligni

Ability Score Bonuses: +2 Dexterity, +2 Constitution, -2 Intelligence 

Power Level: Unknown

Ideal Classes: Fighter, Kineticist, Medium, Rogue, Slayer

Potential Classes: Antipaladin, Barbarian, Bard, Bloodrager, Brawler, Cavalier, Druid, Gunslinger, Hunter, Inquisitor, Mesmerist, Ninja, Oracle, Paladin, Ranger, Samurai, Shaman, Skald, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vigilante, Warpriest  

I have a soft spot in my heart for these little spooky guys, they’re not that good but I love them anyway. One of their main unique abilities only triggers when they die, though their other ability that lets them see even in intense magical darkness is extremely abusable. I recommend making a caligni rogue and teaming up with a spellcaster that has darkness spells.

👉 Click Here for Caligni Miniatures

Catfolk

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Wisdom 

Power Level: Standard Race

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Antipaladin, Arcanist, Bloodrager, Brawler, Fighter, Investigator, Kineticist, Occultist, Paladin, Psychic, Skald, Slayer, Summoner, Witch, Wizard.

Catfolk come with a fairly standard assortment of traits that’ll fit well into a lot of roles. However, I recommend being really cheeky and trading out their sprinter ability for the climber ability, giving you a solid climb speed and a bonus to climb checks. DEX and CHA lend themselves to a lot of ranged options, and it’s nice to be able to fire those options safely 20 feet up a wall.

👉 Click Here for Catfolk Miniatures

 

Changeling

Ability Score Bonuses: +2 Wisdom, +2 Charisma, -2 Constitution 

Power Level: Unknown

Ideal Classes: Cleric

Potential Classes: Arcanist, Bard, Druid, Gunslinger, Medium, Mesmerist, Ninja, Oracle, Psychic, Ranger, Shaman, Sorcerer, Spiritualist

The offspring of hags and witches, changelings aren’t the shapeshifters you may think of at first, but they’re odd and potentially quite good. Their claws and natural armor suggest a melee build, but the negative to CON really hurts the concept. One of their best options is to take the pyrophile option for a fire-based casting build. Also be aware of the witchborn option that exchanges their WIS bonus for an INT bonus, making them ideal arcanists, and decent witches or wizards.

👉 Click Here for Changeling Miniature

 

Deep One Hybrid

Ability Score Bonuses: +2 Constitution, +2 Wisdom, -2 Dexterity 

Power Level: Unknown

Ideal Classes: Druid

Potential Classes: Antipaladin, Barbarian, Bloodrager, Cavalier, Cleric, Fighter, Hunter, Inquisitor, Kineticist, Paladin, Ranger, Samurai, Shifter, Skald, Spiritualist, Summoner, Vampire Hunter

Cthulhu Fhtagn! These slimy lads are tied closely to the ocean and are borderline unplayable if you plan on spending any serious time away from the sea due to the wisdom drain. If you are planning a seafaring adventure though, these guys get a ton of excellent bonuses to fighting in and around the water on top of a flat natural armor bonus. 

Dhampir

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Constitution 

Power Level: Advanced Race

Ideal Classes: Bard, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Arcanist, Brawler, Cleric, Druid, Fighter, Gunslinger, Investigator, Medium, Occultist, Psychic, Ranger, Shaman, Spiritualist, Witch, Wizard

Basically, half-vampires with very similar stats to the drow’s and just as edgy. As an undead, you’ll run into a lot of situations where the bad guy’s negative energy or life draining abilities don’t work on you, but conversely your healers may have trouble healing your undead flesh. You’ve also really got to worry about sunlight, I recommend passing on these guys unless you know your adventures will have you deep into some nice dark dungeons most of the time.They are a little different from dhampir in D&D...

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Drider

Ability Score Bonuses: +2 Strength, +2 Dexterity, +2 Constitution and (+2 Wisdom OR an additional +2 Constitution)

Power Level: Monstrous Race

Ideal Classes: Any

Potential Classes: Any

Half drow noble, half giant spider. Driders are monsters that for some reason have been given player racial stats. Driders take all the power of a drow noble and stack it onto a large-sized spider body. If your GM is crazy enough to allow you to play one, they’re best suited for martial classes, but their stats are amazing enough that they’ll work in literally any role.

👉 Click Here for Drider Miniature

 

Drow (Common)

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Constitution 

Power Level: Advanced Race

Ideal Classes: Bard, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Arcanist, Brawler, Cleric, Druid, Fighter, Gunslinger, Investigator, Medium, Occultist, Psychic, Ranger, Shaman, Spiritualist, Witch, Wizard

The OG edge lords, drow are dark elves that live deep underground in massive cavern cities. Drow are usually “evil” but the trope of the “repentant drow” is so common that it may as well be the norm. Beyond the flavor, drow are a very strong playable race combining a decent spell resistance, superior darkvision, and handy spell-like abilities at the cost of aversion to bright lights. 

Drow (Noble)

Ability Score Bonuses: +4 Dexterity, +2 Intelligence, +2 Wisdom, +2 Charisma, -2 Constitution 

Power Level: Monstrous Race

Ideal Classes: Any

Potential Classes: Any

Drow nobility is significantly better in basically every way from their common brethren. Only the bravest or most foolish GMs allow these monsters to be player characters, so don’t count on gaining access to them. Their stats make them at least potentially suitable for essentially every class and their spell resistance combined with their long list of spell-like abilities make them insanely powerful even when compared to outright monsters. GMs, you have been warned.

Duergar

Ability Score Bonuses: +2 Constitution, +2 Wisdom, -4 Charisma 

Power Level: Standard Race

Ideal Classes: Druid, Shifter, Warpriest

Potential Classes: Alchemist, Barbarian, Cavalier, Fighter, Gunslinger, Hunter, Inquisitor, Kineticist, Monk, Psychic, Ranger, Spiritualist, Vampire hunter

Duergar are the underworld version of dwarves, typically evil, gray, and prone to enslaving people. Statistically they gain a bunch of great spell-like abilities and resistances in exchange for some light sensitivity and a massive penalty to Charisma. So, you’ll always have to use Charisma as your dump stat, but they fit quite well into any version of a wisdom-based class that’s trying to get up in the enemy’s face.

Dwarf

Ability Score Bonuses: +2 Constitution, +2 Wisdom, -2 Charisma

Power Level: Standard Race

Ideal Classes: Druid, Hunter, Inquisitor, Kineticist, Monk, Ranger, Shifter, Warpriest

Potential Classes: Alchemist, Barbarian, Cavalier, Fighter, Gunslinger, Occultist, Psychic, Shaman, Slayer, Spiritualist, Vampire Hunter 

Dwarves pop up everywhere in fantasy settings and pathfinder dwarves look exactly like what you just pictured thinking the word “dwarf”. Mechanically they gain a ton of little bonuses, but sadly most of them are pretty situational. Their main strength is the massive pile of alternate racial features that will allow you to tailor-make your dwarf character to fit practically any adventure.

👉 Click Here for Dwarf Miniature

 

Elf

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Constitution

Power Level: Standard Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Arcanist, Bard, Druid, Fighter, Gunslinger, Magus, Mesmerist, Ninja, Oracle, Psychic, Ranger, Rogue, Shaman, Spiritualist

Elves, the haughty magical smooth talkers of practically every fantasy setting. Mechanically their best base feature is their natural ability to overcome spell resistance, but like many of the other core races most of their base traits are very situational. Thankfully you have a heap of alternate racial options to pick from and can really tailor-make your elf character to suit your needs.

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Fetchling

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Wisdom

Power Level: Advanced Race

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Antipaladin, Arcanist, Bloodrager, Brawler, Fighter, Investigator, Kineticist, Occultist, Paladin, Psychic, Skald, Slayer, Summoner, Witch, Wizard.

Fetchlings are humans born of the shadow plane and are yet another variety of spooky to choose from. They’ve got the same stat line as catfolk, but with significantly more bells and whistles. They’ve got a solid block of spell-like abilities and a few good resistances but their main claim to fame is their shadow blending ability. Basically, as long as you remain in dim light (and your enemies don’t have dark or low-light vision) your enemies will have a 50% miss chance.

Ganzi

Ability Score Bonuses: +2 Constitution, +2 Charisma, -2 Intelligence

Power Level: Unknown

Ideal Classes: Antipaladin, Bloodrager, Medium, Paladin, Skald, Summoner

Potential Classes: Barbarian, Bard, Cavalier, Cleric, Fighter, Kineticist, Mesmerist, Ninja, Oracle, Rogue, Samurai, Slayer, Sorcerer, Swashbuckler, Vigilante

Basically, humans who’ve been exposed to intense chaos throughout the generations or all at once. Loosely related to proteans, you’re a creature of chaos and no two ganzi are alike and your most useful ability is chosen randomly from a table. Even the worst random options aren’t bad though, and no matter what you’ll get some solid resistances. If your GM lets you pick your oddity, the “standard” quibble oddity is probably the most universally useful, as you get to force a reroll once per day.

Gargoyle

Ability Score Bonuses: +2 Strength, +4 Constitution, -2 Wisdom, -2 Intelligence, -2 Charisma

Power Level: Monstrous Race

Ideal Classes: Barbarian, Cavalier, Fighter, Kineticist, Samurai

Potential Classes: Brawler, Rogue, Slayer

Monstrous humanoids disguised as stone statues. Gargoyles are vindictive and greedy, and only in the rarest circumstances would they ally themselves with non-gargoyles and become adventurers. GMs are extremely unlikely to give you the chance anyway, considering gargoyles have insanely powerful marital ability scores, natural armor, and a 50-foot fly speed. GM’s, this is another one you’ve now been warned about.

👉 Click Here for Gargoyle Miniature

 

Gathlain

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Constitution

Power Level: Advanced Race

Ideal Classes: Bard, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Arcanist, Brawler, Cleric, Druid, Fighter, Gunslinger, Investigator, Medium, Occultist, Psychic, Ranger, Shaman, Spiritualist, Witch, Wizard

Gathlains are fey humanoids with wings made from wood and vines. They sort of bridge a gap between fey creatures and plant creatures with the ratio of plant-to-fey varying with each individual. Most of their strength lies in their natural fly speed (which is nothing to sneeze at) but they’ve also got some natural armor and some useful spell-like abilities. I’m a big fan of taking the fey bloodline as a gathlain sorcerer and taking full advantage of those extra rounds of greater invisibility once you hit 9th level.

Ghoran

Ability Score Bonuses: +2 Constitution, +2 Charisma, -2 Intelligence

Power Level: Advanced Race

Ideal Classes: Antipaladin, Bloodrager, Medium, Paladin, Skald, Summoner

Potential Classes: Barbarian, Bard, Cavalier, Cleric, Fighter, Kineticist, Mesmerist, Ninja, Oracle, Rogue, Samurai, Slayer, Sorcerer, Swashbuckler, Vigilante

Ghorans are plant people, they usually sculpt humanoid forms for themselves but everything from their faces down to their musculature is an imitation made from vines, leaves, and flower petals. Statistically they don’t have a whole lot going on beyond a solid +2 natural armor and some nice spell-like abilities. Their big unique ability is almost a build in “respec” of your skills as you get to rearrange them when they essentially “plant themselves” and get “reborn” from their seeds. This can be a funky way out of serious crippling injuries and some curses, given you can just grow yourself a new body if the original gets really messed up. 

Gillman

Ability Score Bonuses: +2 Constitution, +2 Charisma, -2 Wisdom

Power Level: Unknown

Ideal Classes: Antipaladin, Bloodrager, Medium, Paladin, Skald, Summoner

Potential Classes: Alchemist, Arcanist, Bard, Cavalier, Fighter, Kineticist, Mesmerist, Ninja, Occultist, Rogue, Samurai, Sorcerer, Swashbuckler, Vigilante

Gillmen are the descendants of humans who were unfortunate enough to get enslaved by abeloths. They’re basically deep one hybrids but with abeloth flavor. Statistically you gain the ability to breathe underwater, a swim speed, and little else. You’ve also got a really stringent dependency on water and will die without taking a dip now and again. Gillmen are on the weak side as an option, I wouldn’t recommend them unless they fit well for your campaign’s flavor.

Gnoll

Ability Score Bonuses: +2 Strength, +2 Constitution 

Power Level: Standard Race

Ideal Classes: Any martial class

Potential Classes: Any non-martial class

Gnolls are hyena-folk, usually surviving as raiders or slavers. They’re not exclusively evil though and it’s reasonable to see one of these laughing dog lads in an adventuring party. Statistically they’re very simple with natural armor and darkvision as basically their only features. They do have the xenophobic drawback though, which means you’ll need at least a +1 in Intelligence to know common. Still a decent pick for most classes though since they don’t come with any negative ability scores.

 👉 Click Here for Gnoll Miniature

 

Gnome

Ability Score Bonuses: +2 Constitution, +2 Charisma, -2 Strength

Power Level: Standard Race

Ideal Classes: Medium, Paladin, Summoner

Potential Classes: Alchemist, Antipaladin, Arcanist, Barbarian, Bard, Bloodrager, Cavalier, Cleric, Fighter, Kineticist, Mesmerist, Ninja, Oracle, Psychic, Rogue, Skald, Slayer, Sorcerer, Swashbuckler, Vigilante

Distantly related to the fey, gnomes are small and magical and a far cry from their dopey lawn-planted counterparts. Like most of the core races, the base gnome abilities are rather situational but can be quickly replaced with any of a huge litany of alternate racial traits. You even get some obscure racial subtypes, mix and match to your heart’s content.

👉 Click Here for Gnome Miniature

 

Grippli

Ability Score Bonuses: +2 Dexterity, +2 Wisdom, -2 Strength 

Power Level: Standard Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Spiritualist, Warpriest

Potential Classes: Alchemist, Bard, Cleric, Fighter, Kineticist, Medium, Mesmerist, Ninja, Occultist, Oracle, Rogue, Shifter, Slayer, Sorcerer, Swashbuckler, Vigilante, Witch, Wizard

I have a soft spot for grippli, they’re little jumpy frog lads who live in treetop villages. Statistically they’re not bad but not great, they gain a climb speed, darkvision, and some very situational terrain-based bonuses. Most of their better abilities are in their alternate racial traits, including a gliding ability and poisonous skin. I particularly like their druid’s favored class option as it can really help a druid keep ahold of their spells.

👉 Click Here for Grippli Miniature

 

Goblin

Ability Score Bonuses: +4 Dexterity, -2 Strength, -2 Charisma 

Power Level: Standard Race

Ideal Classes: Alchemist, Gunslinger, Hunter, Investigator, Kineticist, Occultist, Ranger, Rogue, Shaman, Slayer, Spiritualist, Warpriest, Witch, Wizard 

Potential Classes: Bard, Brawler, Druid, Fighter, Medium, Mesmerist, Ninja, Oracle, Sorcerer, Swashbuckler, Vigilante 

The OG classic little green and bitey gribbly monsters. While they’re “technically” supposed to be evil, goblin adventurers are nearly as common as drow. These little beasts actually have quite a bit going for them, fast movement, darkvision, and a solid bonus to stealth. Combined with their massive Dexterity bonus they’re great fits for any class you’d like to play sneakily, particularly rogues and “off-rogues”.   

Half-Elf

Ability Score Bonuses: +2 to any Ability Score

Power Level: Standard Race

Ideal Classes: Any 

Potential Classes: Any

The children of humans and elves, typically a bit more grand and charming than most humans and a bit more rugged than most elves. Even among the other core races that have all become more and more versatile, the half-elf still stands as the jack-of-all trades of the race options. Decent pick for any build and master of none. Though I particularly like their unique alchemist archetype the bramble brewer which lets you toss MASSIVE tanglefoot bombs.

👉 Click Here for Half-Elf Miniature

 

Half-Orc

Ability Score Bonuses: +2 to any Ability Score

Power Level: Standard Race

Ideal Classes: Any martial class

Potential Classes: Any non-martial class

The children of humans and orcs, typically a bit more savage and intimidating than most humans and a bit more sophisticated than most orcs. Just like the half-elves, half-orcs get a super versatile ability score increase and can really fit any role you’d like them too but won’t be the best at it. Their orc ferocity is always useful, but I find it’s still best used by classes that are getting up into melee and tanking the hits.

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Halfling

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Strength

Power Level: Standard Race

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Arcanist, Cleric, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Investigator, Kineticist, Occultist, Ranger, Shaman, Slayer, Spiritualist, Summoner, Witch, Wizard

Halflings are the little charming folk that are only legally distinct from hobbits. Like the other core races, they enjoy the benefits of years of expansions with absolute piles of alternate racial traits that allow you to tailor-make your halfling characters to your liking. If your GM is benevolent, I particularly recommend the halfling racial feat well prepared, which lets you conveniently have the right tool for the job when you need it.

👉 Click Here for Halfling Miniature

 

Hobgoblin

Ability Score Bonuses: +2 Dexterity, +2 Constitution

Power Level: Standard Race

Ideal Classes: Fighter, Kineticist, Medium, Rogue, Slayer

Potential Classes: Alchemist, Antipaladin, Barbarian, Bard, Bloodrager, Brawler, Cavalier, Druid, Gunslinger, Hunter, Inquisitor, Investigator, Mesmerist, Ninja, Occultist, Oracle, Paladin, Ranger, Samurai, Shaman, Skald, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vigilante, Warpriest, Witch, Wizard

If you took some goblins, grew them up by a few feet and threw in a dollop of military precision, you’d get hobgoblins. Their stats are extremely flexible, but their better abilities are all in their alternate racial traits, especially the scarred option for a natural armor boost. I particularly like the critical hit fishing potential of their fighter favored class option.  

Human

Ability Score Bonuses: +2 to any ability

Power Level: Standard Race

Ideal Classes: Any

Potential Classes: Any 

Good old-fashioned humans are honestly one of the strongest races in Pathfinder. Humans gain a bonus feat which when combined with their flexible ability score bonus means they’re quite often the basis for strange and powerful character builds. They get an “F” for flavor, but a “A+” for janky build ideas.

👉 Click Here for Human Miniature

 

Ifrit

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Wisdom

Power Level: Standard Race

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Antipaladin, Arcanist, Bloodrager, Brawler, Fighter, Investigator, Kineticist, Occultist, Paladin, Psychic, Skald, Slayer, Summoner, Witch, Wizard.

Ifrit are humans with some literal fire in their blood, either genetically from powerful fire elementals or simply by living for a few generations while fire-plane adjacent. The fire theme is anything but subtle, and all of their traits enhance their abilities for fire-based casting. Also be aware of a couple “alternate ifrits” with magma and solar themes that significantly mix up the ifrit’s ability scores and traits.

Kasatha

Ability Score Bonuses: +2 Dexterity, +2 Wisdom

Power Level: Advanced Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Spiritualist, Warpriest

Potential Classes: Alchemist, Bard, Cleric, Fighter, Kineticist, Medium, Mesmerist, Monk, Ninja, Occultist, Oracle, Rogue, Shifter, Slayer, Sorcerer, Swashbuckler, Vigilante, Witch, Wizard

4-armed aliens from another world, it’s difficult to justify playing these multi-limbed desert lads unless your campaign is hopping between planets or planes. Mechanically they often get abused for multi-attack builds and they’re usually on GM ban lists or are at least under consideration. If you actually get to play them, you’ll enjoy a solid stat line backed up by a natural armor bonus and untold potential shenanigans wielding 4 weapons at once.  

Kitsune

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Strength

Power Level: Unknown

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Arcanist, Cleric, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Investigator, Kineticist, Occultist, Ranger, Shaman, Slayer, Spiritualist, Summoner, Witch, Wizard

Kitsune are fox-folk with the magical ability to look human when they feel like it. The shape-changing ability can be used almost like a permanent disguise self if you play your cards right. I recommend going for the fast shifter alternate racial trait to take full advantage of your form swapping ability.

👉 Click Here for Kitsune Miniature

 

Kobold

Ability Score Bonuses: +2 Dexterity, -4 Strength, -2 Constitution

Power Level: Standard Race

Ideal Classes: None

Potential Classes: None

Playing a kobold in pathfinder is playing in hard mode. You can get by in a lot of classes with a very low Strength score but low Constitution hurts everybody. It’s not like the race’s abilities make up for it either, you get a bunch of fun alternate race traits but even so the race is very weak overall. I love the little lizards but be aware that they’re not good, play them for flavor and charm but don’t expect much from their mechanics.

👉 Click Here for Kobold Miniature

 

Kuru

Ability Score Bonuses: +2 Dexterity, +2 Constitution, -2 Intelligence

Power Level: Unknown

Ideal Classes: Fighter, Kineticist, Medium, Rogue, Slayer

Potential Classes: Antipaladin, Barbarian, Bard, Bloodrager, Brawler, Cavalier, Druid, Gunslinger, Hunter, Inquisitor, Mesmerist, Ninja, Oracle, Paladin, Ranger, Samurai, Shaman, Skald, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vigilante, Warpriest 

Kuru are definitely an obscure one, but they’re basically just cannibalistic humans with sharpened teeth and a lot of tattoos. Their main claim to fame is a bite attack tied to a hit point regeneration as you munch your way through your enemies. It sadly gets pretty hard to use well at later levels (a common problem for natural attacks) but it starts off strong and will serve you well at early levels.

Lashunta (Male)

Ability Score Bonuses: +2 Strength, -2 Wisdom

Power Level: Advanced Race

Ideal Classes: Antipaladin, Barbarian, Bloodrager, Brawler, Cavalier, Fighter, Magus, Paladin, Samurai, Skald 

Potential Classes

Lashunta are far better known in starfinder but they technically exist in pathfinder as well. If you imagine “mantis” from guardians of the galaxy you’re basically on point. They’re telepathic aliens with little insectile antennas. If your pathfinder adventure is taking you to other worlds, lashunta are a good pick despite their lackluster ability scores, since they gain a litany of spell-like abilities and the oh-so useful telepathy.

Lashunta (Female)

Ability Score Bonuses: +2 Charisma, -2 Constitution

Power Level: Advanced Race

Ideal Classes: Bard, Mesmerist, Oracle, Sorcerer, 

Potential Classes: Alchemist, Arcanist, Brawler, Cleric, Gunslinger, Shaman

Lashunta are far better known in starfinder but they technically exist in pathfinder as well. If you imagine “mantis” from guardians of the galaxy you’re basically on point. They’re telepathic aliens with little insectile antennas. If your pathfinder adventure is taking you to other worlds, lashunta are a good pick despite their lackluster ability scores, since they gain a litany of spell-like abilities and the oh-so useful telepathy.

Lizardfolk

Ability Score Bonuses: +2 Strength, +2 Constitution

Power Level: Standard Race

Ideal Classes: Any martial class

Potential Classes: Any non-martial class

Lizardfolk are exactly that, a fusion of man and lizard. They’re perfectly situated for most martial classes and without a negative ability score they can really work for whatever class you’d like. You gain a natural armor bonus, a swim speed, and a collection of natural attacks as well. They make surprisingly good paladins given their favored class option that boosts their critical threat range.

👉 Click Here for Lizardfolk Miniature

 

Merfolk

Ability Score Bonuses: +2 Dexterity, +2 Constitution, +2 Charisma

Power Level: Advanced Race

Ideal Classes: Antipaladin, Bard, Bloodrager, Fighter, Kineticist, Medium, Mesmerist, Ninja, Oracle, Paladin, Rogue, Skald, Slayer, Sorcerer, Summoner, Swashbuckler, Vigilante

Potential Classes: Any 

Classic merfolk, human top half, fishtail bottom half. Merfolk stats are absolutely excellent, but there is the little matter of walking that presents a major speedbump. There’s an alternate racial trait that increases your walking speed to a measly 15 feet while cutting your swim speed down, and without it you’re stuck with a 5-foot walking speed. Unless you plan on building a caster able to fly everywhere, merfolk should really be left exclusively to aquatic adventures.

👉  Click Here for Merfolk Miniature

 

Monkey Goblin

Ability Score Bonuses: +4 Dexterity, -2 Wisdom, -2 Charisma

Power Level: Standard Race

Ideal Classes: Brawler, Fighter, Rogue, Slayer,

Potential Classes: Alchemist, Investigator, Kineticist, Witch, Wizard 

Basically, just goblins with tails and an even more savage lifestyle. The tail is not all that useful, but their climb speed is impeccable and potentially lets you wield weapons while holding onto branches and things with your butt. They’re oddly slow on the ground so you’ll get caught out in open spaces. The shuffle on their ability scores also make this a much more attractive option for martial classes than the standard gobbo.

👉  Click Here for Monkey Goblin Miniature

 

Munavri

Ability Score Bonuses: -2 Strength, +4 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma

Power Level: Monstrous Race

Ideal Classes: Any non-martial

Potential Classes: Any 

Albino telepathic humanoids of the “Mary-Sue” variety. Their lore is how good they are at everything and their stats reflect that, they even have spell resistance and have no weaknesses beyond the token Strength penalty. GM’s, please never allow this race to be played at your tables, they’re beyond broken.

Nagaji

Ability Score Bonuses: +2 Strength, +2 Charisma, -2 Intelligence

Power Level: Unknown

Ideal Classes: Antipaladin, Bloodrager, Paladin, Skald

Potential Classes: Barbarian, Bard, Brawler, Cavalier, Cleric, Druid, Fighter, Hunter, Inquisitor, Kineticist, Medium, Monk, Ninja, Oracle, Ranger, Rogue, Samurai, Shifter, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vampire Hunter, Vigilante, Warpreist 

Nagaji are snake-folk related to the enigmatic nagas. Nagaji are good all-rounders with a set of nice skill bonuses, resistances, and a natural armor bonus, but they don’t have any majorly unique traits. I do recommend taking a look at the “spit venom” racial feat they have available though, as that can be used for some downright dirty combat tricks.

Orang-Pendak

Ability Score Bonuses: +2 Strength, +2 Wisdom, -2 Intelligence

Power Level: Unknown

Ideal Classes: Druid, Hunter, Inquisitor, Monk, Ranger, Shifter, Spiritualist, Vampire Hunter

Potential Classes: Antipaladin, Barbarian, Bloodrager, Brawler, Cavalier, Cleric, Fighter, Hunter, Kineticist, Samurai, Shaman, Skald, Warpriest

These guys are basically orangutan sasquatches, but you’ve got the leeway to flavor them around the simian of your choice. Most of their abilities are sadly very situational but the combination of Strength and Wisdom is strangely rare and fits well into quite a few class builds. Also has a rare bonus to sunder checks which is worth looking into if you’re going for weapon sundering.

Orc

Ability Score Bonuses: +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma

Power Level: Standard Race

Ideal Classes: Barbarian, Brawler, Cavalier, Fighter, Samurai 

Potential Classes: Antipaladin, Bloodrager, Druid, Hunter, Inquisitor, Magus, Monk, Paladin, 

Ranger, Shifter, Skald, Spiritualist, Vampire Hunter, Warpriest 

Orcs are significantly less flexible than their half-orc brothers but get significantly more punch in exchange. Obviously best suited for hard hitting martial classes, their best claim to fame is their orc ferocity that lets them keep on fighting when they should be unconscious. If you play an orc fighter make sure to pick up their favored class option that will keep you up and fighting incredibly long using your orc ferocity.

Oread

Ability Score Bonuses: +2 Strength, +2 Wisdom, -2 Charisma

Power Level: Standard Race

Ideal Classes: Druid, Hunter, Inquisitor, Monk, Ranger, Shifter, Spiritualist, Vampire Hunter, Warpriest

Potential Classes: Barbarian, Brawler, Cavalier, Fighter, Gunslinger, Kineticist, Magus, Psychic, Samurai, Shaman

Oreads are descended from earth elementals, or at least spent a few generations in close proximity to the plane of earth. They gain a bunch of bonuses if you go for an earth themed caster (which deals a lot of acid damage for strange reasons) and a few other useful pickups like darkvision and acid resistance. Their main drawback is a painfully slow movement speed, so try to go with builds that either circumvent that or simply don’t need much mobility. 

Ratfolk

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Strength

Power Level: Standard Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Arcanist, Bard, Druid, Fighter, Gunslinger, Inquisitor, Kineticist, Medium, Mesmerist, Ninja, Oracle, Psychic, Ranger, Rogue, Shaman, Slayer, Sorcerer, Spiritualist, Swashbuckler, Vigilante, Warpriest

Ratfolk are subterranean humanoids of the rodent persuasion. Sadly, their main ability swarming only works when you fight alongside another ratfolk, so unless you convince another player to join you in Rodentia I recommend trading it out for another racial trait with cornered fury. Cornered fury boosts your AC and your attack rolls when your hit points are low, and you’re cut off from your allies.

Reptoid

Ability Score Bonuses: +2 Strength, +2 Charisma, -2 Dexterity

Power Level: Unknown

Ideal Classes: Antipaladin, Bloodrager, Paladin, Skald

Potential Classes: Arcanist, Barbarian, Brawler, Cavalier, Cleric, Druid, Fighter, Hunter, Inquisitor, Kineticist, Magus, Medium, Monk, Psychic, Ranger, Samurai, Shifter, Spiritualist, Summoner, Vampire Hunter, Warpriest

Psychic lizard people from outer space! Seriously though, these guys only resemble lizardfolk and are mechanically closer to kitsune with a built in alter self ability to disguise themselves as human. Extremely unlikely to be in anything other than an interplanetary campaign unless your GM wants to play out his favorite conspiracy theory and you unmask the lizard people controlling the government.

Samsaran

Ability Score Bonuses: +2 Intelligence, +2 Wisdom, -2 Constitution

Power Level: Unknown

Ideal Classes: Psychic

Potential Classes: Alchemist, Arcanist, Cleric, Druid, Gunslinger, Hunter, Inquisitor, Investigator, Magus, Monk, Occultist, Ranger, Shaman, Shifter, Spiritualist, Vampire Hunter, Warpriest, Witch, Wizard

Blue-skinned humanoids that are mysteriously reborn as if reincarnated as children to often far-off and completely unrelated humans. Mechanically they’ve got some neat resistances to death saves and some spell-like abilities. They work naturally best as spellcasters and I recommend taking the mystic past life alternate racial trait for a bunch of free spells at level 1.

Shabti

Ability Score Bonuses: +2 Constitution, +2 Charisma 

Power Level: Advanced Race

Ideal Classes: Antipaladin, Bloodrager, Medium, Paladin, Skald, Summoner

Potential Classes: Any

Shabti look like golden Egyptian statues brought to life, and that’s sort of what they are. Shabti were made to serve out terms of punishment in the afterlife in place of the nobles they were sculpted to look like. Some escape these punishments and manage to strut their golden selves over to the mortal world. Mechanically their stats are solid, but most of their abilities only apply to death resisting attempts to bring them back to life.

Skinwalker

Ability Score Bonuses: Varies

Power Level: Standard Race

Ideal Classes: Any martial

Potential Classes: Any non-martial

Skinwalkers are descended from people infected with lycanthropy, which means you could be related to a werewolf, wererat, weretiger, or any other sort of were (insert animal here). You get a long list of animals to choose from, and you get to transform into a hybrid form of that animal at will. Your base stats completely change depending on what animal you pick, but most of them lean into martial stats over mental ones.

Strix

Ability Score Bonuses: +2 Dexterity, -2 Charisma

Power Level: Unknown

Ideal Classes: Rogue, Slayer

Potential Classes: Alchemist, Brawler, Druid, Fighter, Gunslinger, hunter, Inquisitor, Investigator, Kineticist, Occultist, Ranger, Shaman, Spiritualist, Warpriest, Witch, Wizard

Strix are basically harpies or simply winged humanoids. Their racial traits are mostly skill buffs, but their big claim to fame is a lightning fast natural fly speed. 60 foot movement would be impressive even if it were just walking, strix can really zip wherever they need to be at a moment’s notice. Try class builds that can really take advantage of their maneuverability. 

👉  Click Here for Strix Miniature

 

Suli

Ability Score Bonuses: +2 Strength, +2 Charisma, -2 Intelligence

Power Level: Advanced Race

Ideal Classes: Antipaladin, Bloodrager, Paladin, Skald

Potential Classes: Barbarian, Bard, Brawler, Cavalier, Cleric, Druid, Fighter, Hunter, Inquisitor, Kineticist, Medium, Monk, Ninja, Oracle, Ranger, Rogue, Samurai, Shifter, Sorcerer, Spiritualist, Summoner, Swashbuckler, Vampire Hunter, Vigilante, Warpriest 

Descendants of jinn and genies, suli have all the elements flowing through them (or just one if you spec for it). Mechanically they resist basically all the elemental damage types and get to give their natural attacks a nice big elemental buff. It’s a shame they don’t get a bonus to Wisdom because otherwise they’d be the perfect monks, still great monks though.

Svirfneblin

Ability Score Bonuses: -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma

Power Level: Monstrous Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Spiritualist, Warpriest

Potential Classes: Alchemist, Fighter, Investigator, Kineticist, Occultist, Psychic, Rogue, Slayer, Witch, Wizard

Nigh impossible to pronounce, these guys are basically evil underground gnomes. Their ability scores aren’t spectacular, and they don’t have a single ability that pushes them into monstrous race territory, but for whatever reason Paizo decided to just keep piling traits onto these little angry dudes. Spell resistance, spell-like abilities, natural armor, bonuses on all saving throws, tons of stuff. Good luck justifying playing one of these pent-up balls of hate to your GM though.

👉  Click Here for Svirfneblin Miniature

 

Sylph

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Constitution

Power Level: Standard Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Arcanist, Bard, Druid, Fighter, Gunslinger, Magus, Mesmerist, Ninja, Oracle, Psychic, Ranger, Rogue, Shaman, Spiritualist

Sylphs are descended from humans and air elementals, or at least spent a few generations in close proximity to the plane of air. Statistically they’re pretty light on the abilities unless you plan on playing an air themed spellcaster. Note they have a couple alternate bloodlines that significantly mix up their stats and abilities called smokesoul and stormsoul. 

👉  Click Here for Sylph Miniature

 

Tengu

Ability Score Bonuses: +2 Dexterity, +2 Wisdom, -2 Constitution

Power Level: Advance Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Spiritualist, Warpriest

Potential Classes: Alchemist, Bard, Brawler, Cleric, Fighter, Investigator, Mesmerist, Monk, Ninja, Occultist, Oracle, Psychic, Ranger, Shifter, Sorcerer, Swashbuckler, Vigilante, Witch, Wizard

Tengu are crow-folk, unable to fly but they make up for it in sly cleverness and deceptions. Their big gift is with languages, and a tengu with a high Intelligence may well be able to know every language in the game if they work at it. If languages aren’t your thing, try the glide alternate racial trait that gives you a permanent featherfall effect.

👉  Click Here for Tengu Miniature

 

Tiefling

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Charisma

Power Level: Advance Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Brawler, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Kineticist, Magus, Psychic, Ranger, Rogue, Shaman, Slayer, Spiritualist, Warpriest

Descended from friends, these are the rare half-devils that inexplicably make up half of every adventuring party. Mechanically they pick up some nice resistances and spell like abilities that make the “standard” tiefling pretty appealing. I say “standard” because there’s 10 alternate versions that completely rearrange their stats and abilities according to different demon lords, choose your demonic influence wisely! 

Triaxian

Ability Score Bonuses: +2 Constitution, +2 Wisdom, -2 Strength

Power Level: Standard Race

Ideal Classes: -

Potential Classes: Alchemist, Cleric, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Kineticist, Medium, Occultist, Ranger, Rogue, Shaman, Slayer, Spiritualist, Summoner, Swashbuckler, Vigilante

Albino elves… From Space! Their lore is all about how the seasons change dramatically on their planet and they have to adapt from season to season. Mechanically they don’t have much except for a BONUS FEAT! Triaxians seem to want to compete with humans for the janky build default, but with less flexible stats they’re still a worse but more interesting runner up for most builds.

Trox

Ability Score Bonuses: +8 Strength, -2 Dexterity, -2 Intelligence, -2 Wisdom, -2 Charisma.

Power Level: Monstrous Race

Ideal Classes: Barbarian, Brawler, Cavalier, Fighter, Samurai

Potential Classes: Antipaladin, Bloodrager, Druid, Hunter, Inquisitor, Magus, Monk, Paladin, Ranger, Shifter, Skald, Spiritualist, Vampire Hunter, Warpriest

Giant 4-armed insect people from space, and a minmaxer’s dream. Trox are all about strength, hitting, grabbing, punching, did I mention hitting? Seriously, trox only get brought before a GM as an option when a player is trying to max out a martial class and they don’t have a place in most campaigns. GMs, you have been warned.

Undine

Ability Score Bonuses: +2 Dexterity, +2 Wisdom, -2 Strength

Power Level: Standard Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Spiritualist, Warpriest

Potential Classes: Alchemist, Bard, Cleric, Fighter, Kineticist, Medium, Mesmerist, Ninja, Occultist, Oracle, Rogue, Shifter, Slayer, Sorcerer, Swashbuckler, Vigilante, Witch, Wizard

Descended from humans and powerful water elementals, or at least humans who have spent a few generations near the plane of water. You get what you would expect from water-people, a swim speed, water-based spell-like abilities, and bonuses if you become a water themed spellcaster. 

Vanara

Ability Score Bonuses: +2 Dexterity, +2 Wisdom, -2 Charisma

Power Level: Standard Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Shaman, Warpriest

Potential Classes: Alchemist, Brawler, Investigator, Kineticist, Monk, Occultist, Psychic, Rogue, Shifter, Slayer, Vampire Hunter, Witch, Wizard

Monkey-folk! They mainly just get a climb speed and a prehensile tail, but they don’t have many drawbacks either. Climb speeds can be stealthily powerful in the right situations and given their high dexterity many speedy classes can really get some use out of your enhanced mobility.

Vishkanya

Ability Score Bonuses: +2 Dexterity, +2 Charisma, -2 Wisdom

Power Level: Advanced Race

Ideal Classes: Bard, Medium, Mesmerist, Ninja, Oracle, Rogue, Sorcerer, Swashbuckler, Vigilante

Potential Classes: Alchemist, Antipaladin, Arcanist, Bloodrager, Brawler, Fighter, Investigator, Kineticist, Occultist, Paladin, Psychic, Skald, Slayer, Summoner, Witch, Wizard.

Vishkanya are serpent-folk, but just a little serpent and mostly folk. Vishkanya look mostly human, but with reptilian eyes, smooth scaly skin, and forked tongues. They get a few more skill bonuses than most, but their main unique ability is using their own natural venom on their weapons. The actual effect of the venom is rather underwhelming, I recommend looking into their racial feat sleep venom.

Wayang

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Wisdom

Power Level: Unknown

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Arcanist, Brawler, Fighter, Kineticist, Magus, Medium, Mesmerist, Ninja, Oracle, Psychic, Rogue, Slayer, Sorcerer, Swashbuckler, Vigilante

Little shadow people, they’re kind of like what you’d get if you took a fetchling and a goblin and shook them up together in a jar for a bit. Mechanically they get some nice shadow magic spell-like abilities and a couple skill bonuses. Their most interesting feature is an ability to suddenly flip how you respond to positive and negative energy, potentially getting healed by a big jolt of negative power!

Wyrwood

Ability Score Bonuses: +2 Dexterity, +2 Intelligence, -2 Charisma (No Constitution)

Power Level: Advanced Race

Ideal Classes: Alchemist, Investigator, Occultist, Witch, Wizard

Potential Classes: Brawler, Druid, Fighter, Gunslinger, Hunter, Inquisitor, Magus, Psychic, Ranger, Rogue, Shaman, Slayer, Spiritualist, Warpriest

Magical robots made out of wood! At first their list of racial traits looks bare, until you realize they actually count as constructs. Constructs are immune to a whole host of things that worry us sad meat creatures, like eating, sleeping, or the need to breathe. The biggest one is that you don’t actually have a Constitution score, treating it as “10” for everything but flat out ignoring 99% of things that care about your Constitution.

Wyvaran

Ability Score Bonuses: +2 Dexterity, +2 Wisdom, -2 Intelligence

Power Level: Advanced Race

Ideal Classes: Druid, Gunslinger, Hunter, Inquisitor, Ranger, Spiritualist, Warpriest

Potential Classes: Bard, Brawler, Cleric, Fighter, Kineticist, Medium, Mesmerist, Monk, Ninja, Oracle, Rogue, Shifter, Skald, Slayer, Sorcerer, Swashbuckler, Vampire Hunter, Vigilante

Basically, a kobold with wings, related to wyverns. Your big draw here is a natural flying speed, plus a natural tail attack. Given that the fly speed is only 30 and the maneuverability is “clumsy”, this is one of the few flying races your GM may be willing to allow (if flight has been a sticking point so far).

 

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