Creature 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.
PC Playable Races
When discussing or considering a playable race’s type, it’s type is similar to the corresponding creature type, with a few important differences.
The first difference is that each race type assumes members of the race are roughly humanoid in shape and have two arms, two legs, a torso, and a head. This is important so that a race can take advantage of all the various magic item slots available to characters and can utilize the standard weapon and armor options.
The second difference is that all of these race types are 0-Hit Dice creatures, which means that their Hit Dice, base attack bonus, saving throw progression, skill points, class skills, and weapon and armor proficiencies are based on the class levels each member of a race takes.
Creature Statistics by Type | |||||
Type | Hit Die | Base Attack Bonus (BAB) | Good Saving Throws | Skill Ranks* | Class Skills |
Aberration | d8 | HD × 3/4 (Medium BAB) | Will | 4 + Intelligence mod per HD | Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge(pick one), Perception, Spellcraft, Stealth, Survival, and Swim. |
animal | d8 | HD × 3/4 (Medium BAB) | Fort, Ref | 2 + Intelligence mod per HD | Acrobatics, Climb, Fly, Perception, Stealth, and Swim. |
Construct | d10 | HD (Fast BAB) | – | 2 + Intelligencemod per HD | None |
Dragon | d12 | HD (Fast BAB) | Fort, Ref, Will | 6 + Intelligence mod per HD | Appraise, Bluff, Climb, Craft, Diplomacy, Fly, Heal, Intimidate, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Survival, Swim, and Use Magic Device. |
Fey | d6 | HD × 1/2 (Slow BAB) | Ref, Will | 6 + Intelligence mod per HD | Acrobatics, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (geography), Knowledge (local), Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, Use Magic Device. |
Humanoid | d8 | HD × 3/4 (Medium BAB) | Varies (any one) | 2 + Intelligence mod per HD | Climb, Craft, Handle Animal, Heal, Profession, Ride, and Survival (plus any gained from class levels.) |
Magical beast | d10 | HD (Fast BAB) | Fort, Ref | 2 + Intelligence mod per HD | Acrobatics, Climb, Fly, Perception, Stealth, Swim. |
Monstrous humanoid | d10 | HD (Fast BAB) | Ref, Will | 4 + Intelligence mod per HD | Climb, Craft, Fly, Intimidate, Perception, Ride, Stealth, Survival, and Swim. |
Ooze | d8 | HD × 3/4 (Medium BAB) | | 2 + Intelligence mod per HD | None |
Outsider | d10 | HD (Fast BAB) | Varies (any two) | 6 + Intelligence mod per HD | Bluff, Craft, Knowledge (planes), Perception, Sense Motive, and Stealth (plus 4 additional.) |
Plant | d8 | HD × 3/4 (Medium BAB) | Fort | 2 + Intelligence mod per HD | Perception and Stealth. |
Undead | d8 | HD × 3/4 (Medium BAB) | Will | 4 + Intelligence mod per HD | Climb, Disguise, Fly, Intimidate, Knowledge (arcana), Knowledge (religion), Perception, Sense Motive, Spellcraft, and Stealth. |
Vermin | d8 | HD × 3/4 (Medium BAB) | Fort | 2 + Intelligence mod per HD None | |
* As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die. Creatures with an Intelligence score of gain no skill points or feats. |