RACIAL_TYPE_* Constant Group

Constants used to identify different races (human, dwarf etc)



Constants

ConstantDescription
RACIAL_TYPE_ABERRATION
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations almost always have darkvision of 60 feet.
RACIAL_TYPE_ALL
Specifies all races. Used to have unrestricted race in searches.
RACIAL_TYPE_ANIMAL
An animal is a nonhumanoid creature, usually a vertebrate. Almost all animal have low-light vision.
RACIAL_TYPE_BEAST
A beast is a nonhistorical, vertebrate creature with a reasonably normal anatomy and no magical or unusual abilities. Almost all beasts have low-light vision and darkvision of 60 feet.
RACIAL_TYPE_CONSTRUCT
A construct is an animcated object or artificially constructed creature. Constructs are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. A constract cannot be raised or resurrected. Nearly all constructs have darkvision with a range of 60 feet.
RACIAL_TYPE_DRAGON
A dragon is a reptilian creature, usually winged, with magical or unusual abilities. Dragons are immune to sleep and paralysis effects. All dragons have dark vision of 60 feet.
RACIAL_TYPE_DWARF
Specifies the dwarven race.
RACIAL_TYPE_ELEMENTAL
An elemental is a composed of one of the four classical elements: air, earth, fire, or water. Elementals are immune to poison, sleep, paralysis, stunning, critical hits, or flanking. All elementals have dark vision of 60 feet.
RACIAL_TYPE_ELF
Specifies the elven race.
RACIAL_TYPE_FEY
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. Almost all fey have low-light vision.
RACIAL_TYPE_GIANT
A giant is a humanoid creature of great strength, usualy of at least Large size. Nearly all giants have darkvision with a range of 60 feet.
RACIAL_TYPE_GNOME
Specifies the gnomish race.
RACIAL_TYPE_HALFELF
Specifies the half-elven race.
RACIAL_TYPE_HALFLING
Specifies the halfling race.
RACIAL_TYPE_HALFORC
Specifies the half-orc race.
RACIAL_TYPE_HUMAN
Specifies the human race.
RACIAL_TYPE_HUMANOID_GOBLINOID
A humanoid usually has two arms, two legs, and one head, or a humanlike torse, arms, and head. Goblinoids are among the weakest of humanoids.
RACIAL_TYPE_HUMANOID_MONSTROUS
These are humanoid creatures with monstrous or animalistic features, often having supernatural abilities. Most monstrous humanoids have darkvision with a range of 60 feet.
RACIAL_TYPE_HUMANOID_ORC
A humanoid usually has two arms, two legs, and one head, or a humanlike torse, arms, and head. Orcs a brutal warlike race who raids, pillages, and attacks others.
RACIAL_TYPE_HUMANOID_REPTILIAN
A humanoid usually has two arms, two legs, and one head, or a humanlike torse, arms, and head. Reptialian humanoids comprise lizardfolk, troglodytes, and kobolds.
RACIAL_TYPE_INVALID
Specifies an invalid race.
RACIAL_TYPE_MAGICAL_BEAST
Magical beasts are similar to beatss but have supernatural or extraordinary abilities. Most magical beasts have darkvision of 60 feet.
RACIAL_TYPE_OUTSIDER
An outsider is a nonelemental creature that comes from another dimension, reality, or plane. All outsiders have darkvision with a range of 60 feet.
RACIAL_TYPE_SHAPECHANGER
Shapechangers have a stable body but can assume other forms. Most shapechangers have darkvision with a range of 60 feet.
RACIAL_TYPE_UNDEAD
Undead are once-living creatures animated by spiritual or supernatural forces. Undead are immune to poson, slepp, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects. Undead are not subject to critical hits, subdual damage, ability damage, ability drain, or energy drain. Most undead have darkvision with a range of 60 feet.
RACIAL_TYPE_VERMIN
Insects, arachnids, arthropods, worms, and similar invertibrates are treated as vermin. Vermin normally have darkvision of 60 feet.

See Also

functions: GetRacialType | GetRacialTypeCount | VersusRacialTypeEffect


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