Constant | Value | Description |
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RACIAL_TYPE_ABERRATION | 7 | 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. |
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RACIAL_TYPE_ALL | 28 | Specifies all races. Used to have unrestricted race in searches. |
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RACIAL_TYPE_ANIMAL | 8 | An animal is a nonhumanoid creature, usually a vertebrate. Almost all animal have low-light vision. |
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RACIAL_TYPE_BEAST | 9 | 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. |
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RACIAL_TYPE_CONSTRUCT | 10 | 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. |
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RACIAL_TYPE_DRAGON | 11 | 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. |
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RACIAL_TYPE_DWARF | 0 | Specifies the dwarven race. |
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RACIAL_TYPE_ELEMENTAL | 16 | 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. |
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RACIAL_TYPE_ELF | 1 | Specifies the elven race. |
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RACIAL_TYPE_FEY | 17 | 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. |
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RACIAL_TYPE_GIANT | 18 | 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. |
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RACIAL_TYPE_GNOME | 2 | Specifies the gnomish race. |
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RACIAL_TYPE_HALFELF | 4 | Specifies the half-elven race. |
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RACIAL_TYPE_HALFLING | 3 | Specifies the halfling race. |
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RACIAL_TYPE_HALFORC | 5 | Specifies the half-orc race. |
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RACIAL_TYPE_HUMAN | 6 | Specifies the human race. |
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RACIAL_TYPE_HUMANOID_GOBLINOID | 12 | 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. |
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RACIAL_TYPE_HUMANOID_MONSTROUS | 13 | These are humanoid creatures with monstrous or animalistic features, often having supernatural abilities. Most monstrous humanoids have darkvision with a range of 60 feet. |
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RACIAL_TYPE_HUMANOID_ORC | 14 | 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. |
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RACIAL_TYPE_HUMANOID_REPTILIAN | 15 | 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. |
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RACIAL_TYPE_INVALID | 28 | Specifies an invalid race. |
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RACIAL_TYPE_MAGICAL_BEAST | 19 | Magical beasts are similar to beatss but have supernatural or extraordinary abilities. Most magical beasts have darkvision of 60 feet. |
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RACIAL_TYPE_OOZE | 29 | |
RACIAL_TYPE_OUTSIDER | 20 | An outsider is a nonelemental creature that comes from another dimension, reality, or plane. All outsiders have darkvision with a range of 60 feet. |
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RACIAL_TYPE_SHAPECHANGER | 23 | Shapechangers have a stable body but can assume other forms. Most shapechangers have darkvision with a range of 60 feet. |
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RACIAL_TYPE_UNDEAD | 24 | 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. |
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RACIAL_TYPE_VERMIN | 25 | Insects, arachnids, arthropods, worms, and similar invertibrates are treated as vermin. Vermin normally have darkvision of 60 feet. |
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