|||
Home
Afflictions/Hazards
Classes
Deities
Equipment
Feats
Magic Items
Monster Index
Mythic Index
NPC Index
Prestige Classes
Races
Rules
Skills
Spells/Rituals
Technology
Traits
Licenses
Projects
Sources
Tools
Contact Us
Contributors
Support the Archives
Maximize Menu
Archives of Nethys
Character Creation +
Classes
Feats
Prestige Classes
Races
Skills
Traits
Mythic Index
Deities
Equipment +
Equipment (Non-Magical)
Magic Items
Technology
Spells/Rituals
Rules +
Afflictions
NPC Index
Rules
Tools
Hazards
Monsters
Sources
About the Archives +
Licenses
Projects
Contact Us
Contributors
Support the Archives
Toggle Theme
Archives of Nethys
Rules
|
GM Screen
<-
Return to All Rules
(
Group by Source
)
<-
Return to Type Quality
All Rules in
Type Quality
Aberration (3 RP)
Construct (20 RP)
Dragon (10 RP)
Fey (2 RP)
Humanoid (0 RP)
Monstrous Humanoid (3 RP)
Outsider (native) (3 RP)
Plant (10 RP)
Undead (16 RP)
Races without Constitution
Special Subtypes
+
An entry marked with this has additional sections within it.
Humanoid (0 RP)
Source
Advanced Race Guide pg. 217
Humanoid races have few or no supernatural or spell-like abilities, but most can speak and have well-developed societies. Humanoids are usually Small or Medium, unless they have the giant subtype, in which case they are Large. Every humanoid creature also has a subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. If you are making a new humanoid race, you should either find an existing subtype to match or make a new one by using the name of the race as the subtype. If you are making a halfbreed race, it should have the racial type of both parent races. For example, a half-elf has both the human and the elf subtypes. Subtypes are often important to qualify for other racial abilities and feats. If a humanoid has a racial subtype, it is considered a member of that race in the case of race prerequisites. A humanoid race has the following features.
Humanoids breathe, eat, and sleep.