by Tim Wallace
This article builds upon my very first post,
the Planetouched Race. The main purpose of this system is to allow for quick
and easy creation of hybrid races, as well as expanded customization of base races.
For the purposes of simplicity, I am only beginning with races of the Humanoid
type. Later installments will include rules for races of other types (such as
Outsiders with the native subtype).
Basic Race-Building Guidelines
-
The
number of race points (RP) you have to spend depends on the type of campaign you are playing.
The standard value for a character is 12
RP.
Table:
Beginning Race Points
Campaign Type
|
RP
|
Low Fantasy
|
8
|
Standard Fantasy
|
12
|
High Fantasy
|
16
|
Epic Fantasy*
|
20
|
-
Each
race receives either a +2 to one ability score of their
choice or the standard ability score array of one of their base races,
located in parentheses after the race’s name.
-
Essential traits must
be taken,
except for when they are altered or replaced by an expanded trait.
-
Standard traits are optional and supplied for
quick race creation.
-
Expanded traits are
optional
and may be taken in place of standard traits. Expanded traits may also alter or
replace one or more of the race’s essential traits.
-
Each trait may only
be purchased once.
-
Creating a hybrid race costs an additional 1
RP, and can only combine two base races.
-
Hybrid races have both
racial subtypes
and count as both races for any effect related to race.
-
If you combine base races
with different sizes,
such as a halfling and an elf, are combined, you may choose which size the resulting hybrid race will be. You cannot
combine two races more than one size category apart (for example, you cannot combine a gnome, a goblin, or a halfling
with a giant).
-
If you combine base races with different speeds, such as a dwarf (20
feet) and a human (30 feet), are combined, you
must use the slower speed unless you pay an additional 1 RP.
-
If base races have the
same trait
in their essential traits (for example, both dwarves and orcs have darkvision, and
both elves and gnomes have low-light vision), the hybrid race receives bonus race points equal to the cost of the trait
(for example 2 RP for darkvision or 1 RP for low-light vision).
Base Races
Dwarves (standard ability scores: +2 Constitution, +2 Wisdom, –2 Charisma)
Essential Traits (2 RP)
-
Humanoid (dwarf)
-
Medium: Dwarves are Medium creatures and receive no bonuses or penalties due
to their size.
-
Slow and Steady (–1 RP):
Dwarves have a base speed of 20 feet and their speed is never modified by armor
or encumbrance.
-
Darkvision (2 RP): Dwarves can see in the dark up to 60 feet.
-
Stability (1 RP): Dwarves gain a +4 racial bonus to their
Combat Maneuver Defense when resisting a bull rush or trip attempt while
standing on the ground.
-
Languages: Dwarves begin play speaking Common and Dwarven.
Dwarves with high Intelligence scores can choose from the following: Giant, Gnome,
Goblin, Orc, Terran, and Undercommon.
Standard Traits
-
Defensive Training (1 RP): Dwarves gain a +4 dodge
bonus to AC against monsters of the giant subtype.
-
Greed (1 RP): Dwarves gain a +2 racial bonus on Appraise checks
made to determine the price of nonmagical goods that contain precious metals or
gemstones.
-
Hardy (3 RP): Dwarves gain a +2 racial bonus on saving
throws against poison, spells, and spell-like abilities.
-
Hatred (1 RP): Dwarves gain a +1 racial bonus on attack rolls
against humanoid creatures of the orc and goblinoid subtypes because of their special
training against these hated foes.
-
Stonecunning (1 RP): Dwarves gain a +2 bonus on
Perception checks to notice unusual stonework, such as traps and hidden doors
located in stone walls or floors. They receive a check to notice such features
whenever they pass within 10 feet of them, whether or not they are actively
looking.
-
Weapon Familiarity (2 RP): Dwarves are proficient
with battleaxes, heavy picks, and warhammers, and treat any weapon with the word
"dwarven" in its name as a martial weapon.
Expanded Traits
-
Ancient Enmity (1 RP): Dwarves have long been in conflict with
elves, especially the hated drow. Dwarves with this racial trait receive a +1 racial
bonus on attack rolls against humanoid creatures of the elf subtype.
-
Craftsman (1 RP): Dwarves are known for their superior craftsmanship
when it comes to metallurgy and stonework. Dwarves with this racial trait receive
a +2 racial bonus on all Craft orProfession checks related to metal or stone.
-
Deep Warrior (1 RP): Dwarves with this racial trait grew up
facing the abominations that live deep beneath the surface. They receive a +2 dodge
bonus to AC against monsters of the aberration type and a +2 racial bonus on combat
maneuver checks made to grapple such creatures (or to continue a grapple).
-
Giant Hunter (1 RP): Dwarves with this racial trait gain a
+1 bonus on attack rolls against humanoids with the giant subtype. Furthermore,
they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids
with the giant subtype.
-
Lorekeeper (1 RP): Dwarves keep extensive records about their history
and the world around them. Dwarves with this racial trait receive a +2 racial bonus
on Knowledge (history) checks that pertain to dwarves or their enemies.
-
Magic Resistant (2 RP): Some of the older dwarven clans are particularly
resistant to magic. Dwarves with this racial trait gain spell resistance equal to
5 + their character level. This resistance can be lowered for 1 round as a standard
action. Dwarves with this racial trait take a –2 penalty on all concentration checks
made in relation to arcane spells.
-
Minesight (0 RP): Dwarves with this racial trait increase the
range of their darkvision to 90 feet; however, they are automatically dazzled in
bright light and take a –2 penalty on saving throws against effects with the light
descriptor. This trait replaces darkvision.
-
Mountaineer (1 RP): Mountain dwarves are skilled at climbing and
navigating narrow ledges. Dwarves with this racial trait are immune to altitude
sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics
checks to cross narrow or slippery surfaces.
-
Relentless (1 RP): Dwarves are skilled at pushing their way through
a battlefield, tossing aside lesser foes with ease. Dwarves with this racial trait
receive a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent.
This bonus only applies while both the dwarf and his opponent are standing on the
ground.
-
Rock Stepper (1 RP): Dwarves with this racial trait can skillfully
negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken
ground, or steep stairs when they take a 5-foot step.
-
Saltbeard (3 RP): Dwarves occasionally found iron cities along
rugged seacoasts, and natives of such cities gain a +2 bonus on Profession (sailor)
and Survival checks while at sea. They gain a +1 racial bonus on attack rolls and
a +2 dodge bonus to AC against creatures with the aquatic or water subtype. Their
greed racial trait applies only to treasure found in or under the water, but applies
to all such treasure regardless of whether or not it contains metal or gemstones.
-
Sky Sentinel (3 RP): As creatures with a deep affinity for
the ground, dwarves are wary of attacks from above. Enemies on higher ground gain
no attack roll bonus against dwarves with this racial trait, and they gain a +1
racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception
checks against flying creatures.
-
Stonesinger (1 RP): Some dwarves' affinity for the earth grants
them greater powers. Dwarves with this racial trait are treated as one level higher
when casting spells with the earth descriptor or using granted powers of the Earth
domain, the bloodline powers of the earth elemental bloodline, and revelations of
the oracle's stone mystery. This ability does not give them early access to level-based
powers; it only affects the powers they could use without this ability.
-
Stubborn (2 RP): Dwarves are renowned for their stubbornness.
Dwarves with this racial trait receive a +2 racial bonus on Will saves to resist
spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion)
schools. In addition, if they fail such a save, they receive another save 1 round
later to prematurely end the effect (assuming it has a duration greater than 1 round).
This second save is made at the same DC as the first. If the dwarf has a similar
ability from another source (such as a rogue's slippery mind), he can only use one
of these abilities per round, but he can try the other on the second round if the
first reroll ability fails.
-
Surface Survivalist (2 RP): Some dwarves adaptation
to extreme environments allows them to treat wind conditions (when determining whether
or not they are checked or blown away) and either hot or cold climates (choose one)
as one step less severe.
-
Xenophobic (0 RP): Isolationist dwarves despise non-dwarven humanoids.
They speak only Dwarven and do not gain any bonus languages from possessing a high
Intelligence score. In addition, they learn only one language per 2 ranks of Linguistics
they possess. However, their untrusting nature gives them a +1 bonus against mind-affecting
effects, except for fear affects. This trait replaces a dwarf's normal languages
and cannot be taken by a hybrid dwarf.
-
Wyrmscourged (3 RP): Dwarves with this racial trait gain a
+1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against
the exceptional, supernatural, and spell-like abilities of dragons. They also gain
a +2 racial bonus on Knowledge (arcana) checks to identify dragons and can make
such checks untrained.
Duergar-Only Traits
If a dwarf spends 3 or more race points (RP)
on these traits, he will be considered part of the duergar subrace by other
races, which may affect his social standing in some campaign settings.
-
Blood Enmity (1 RP): Duergar have long warred against their
dwarven cousins and the hated drow. Duergar with this racial trait receive a +1
racial bonus on attack rolls against humanoid creatures of the dwarf or elf subtypes.
-
Deep Magic (3 RP): Duergar spellcasters labor long to overcome
the inborn spell resistance held by so many of their underground foes. Duergar with
this racial trait receive a +2 racial bonus on caster level checks made to overcome
spell resistance and a +2 racial bonus on dispel checks.
-
Duergar Immunities (4 RP): Duergar are immune to
paralysis, phantasms, and poison. They gain a +2 racial bonus on saves against spells
and spell-like abilities.
-
Duergar Magic (3 RP): A duergar can use enlarge person and invisibility once each per day,
using its character level as its caster level and affecting itself only.
-
Superior Darkvision (1 RP): Duergar can see in the
dark up to 120 feet. A dwarf must have the darkvision or minesight
trait to take this trait.
-
Light Sensitivity (–1 RP): Duergar are dazzled
in areas of bright light. This trait cannot be taken if the dwarf
already has the minesight trait.
-
Duergar Languages (0 RP): Duergar begin play
speaking Common, Dwarven, and Undercommon. Duergar with high Intelligence
scores can choose from the following: Aklo, Draconic, Giant, Goblin, Orc, and
Terran. This trait replaces a dwarf’s
normal languages.
Elves (standard ability scores: +2 Dexterity,
+2 Intelligence, –2 Constitution)
Essential Traits (3 RP)
-
Humanoid (elf)
-
Medium: Elves are Medium creatures and have no bonuses
or penalties due to their size.
-
Normal Speed: Elves have a base speed of 30 feet.
-
Low-Light Vision (1 RP): Elves can see twice as far as humans
in conditions of dim light.
-
Elven Immunities (2 RP): Elves are immune to magic sleep effects
and get a +2 racial saving throw bonus against enchantment spells and effects.
-
Languages: Elves begin play speaking Common and Elven.
Elves with high Intelligence scores can choose from the following: Celestial, Draconic,
Gnoll, Gnome, Goblin, Orc, and Sylvan.
Standard Traits
-
Elven Magic (3 RP): Elves receive a +2 racial bonus on caster level
checks made to overcome spell resistance. In addition, elves receive a +2 racial
bonus on Spellcraft skill checks made to identify the properties of magic items.
-
Keen Senses (2 RP): Elves receive a +2 racial bonus on Perception
skill checks.
-
Weapon Familiarity (2 RP): Elves are proficient
with longbows (including composite longbows), longswords, rapiers, and shortbows
(including composite shortbows), and treat any weapon with the word “elven” in its
name as a martial weapon.
Expanded Traits
-
Arcane Focus (1 RP): Some elven families have such long traditions
of producing wizards (and other arcane spellcasters) that they raise their children
with the assumption each is destined to be a powerful magic-user, with little need
for mundane concerns such as skill with weapons. Elves with this racial trait gain
a +2 racial bonus on concentration checks made to cast arcane spells defensively.
-
Darkvision (1 RP): Though uncommon, some groups of elves are born
with darkvision, rather than low-light vision. In many cases this is taken as a
sign of a drow in the elf's ancestry, and can lead to persecution within the elf's
home community. Elves with this racial trait gain darkvision with a range of 60
feet, but also gain sensitivity to light and are dazzled in areas of bright light
or within the radius of a daylight spell.
-
Desert Runner (2 RP): Some elves thrive in the deepest deserts,
forever roaming across burned and parched lands. Elves with this racial trait receive
a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion,
or ill effects from running, forced marches, starvation, thirst, or hot or cold
environments.
-
Dreamspeaker (2 RP): A few elves have the ability to tap into
the power of sleep, dreams, and prescient reverie. Elves with this racial trait
add +1 to the saving throw DCs of spells of the divination school and sleep effects
they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like
ability (caster level is equal to the elf's character level).
-
Elemental Resistance (1 RP): Elves who dwell in the
most extreme environments, from arctic wastelands to volcanic plains, develop natural
resistance to the dangers of their homelands over the course of a few generations.
Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity,
or fire. This choice is made at character creation, and once made it cannot be changed.
-
Envoy (1 RP): Elves often have trouble relating to neighbors
of other races, especially those with much shorter lifespans. As a result, some
are trained in minor magics that are particularly useful when dealing with non-elves.
Elves with this racial trait and an Intelligence score of 11 or higher gain the
following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for
these effects is equal to the elf's level.
-
Eternal Grudge (1 RP): Some elves grow up in secluded, isolationist
communities where generations-old slights and quarrels linger as eternal blood feuds.
Elves with this racial trait receive a +1 bonus on attack rolls against humanoids
of the dwarf and orc subtypes because of special training against these hated foes.
-
Fleet-Footed (3 RP): While all elves are naturally lithe and
agile, some also are naturally speedy and have a strong desire to rush into situations
rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial
bonus on initiative checks.
-
Lightbringer (2 RP): Many elves revere the sun, moon, and
stars, but some are literally infused with the radiant power of the heavens. Elves
with this racial trait are immune to light-based blindness and dazzle effects, and
are treated as one level higher when determining the effects of any light-based
spell or effect they cast (including spell-like and supernatural abilities). Elves
with Intelligence scores of 10 or higher may use light at will as a spell-like
ability.
-
Silent Hunter (2 RP): Elves are renowned for their subtlety
and skill. Elves with this racial trait reduce the penalty for using Stealth while
moving by 5 and can make Stealth checks while running at a –20 penalty (this number
includes the penalty reduction from this racial trait).
-
Spirit of the Waters (2 RP): Some elves have adapted
to life in tune with the sea or along the reedy depths of wild rivers and lakes.
They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and
may choose Aquan as a bonus language. They are proficient with longspear, trident,
and net.
-
Urbanite (1 RP): Elves who live in cities for more than a century
can grow to know the ebb and flow of social situations just as their forest-dwelling
cousins know the rules of the wild. Elves with this racial trait gain a +2 racial
bonus on Diplomacy checks made to gather information and Sense Motive checks made
to get a hunch about a social situation.
-
Woodcraft (2 RP): Elves know the deep secrets of the wild like
no others, especially secrets of the forests. Elves with this racial trait gain
a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain,
these bonuses improve to +2.
Drow-Only Traits
If an elf spends 3 or more race points (RP)
on these traits, he will be considered part of the drow subrace by other races,
which may affect his social standing in some campaign settings.
-
Ambitious Schemer (2 RP): Seduction and treachery
are tools for advancement in drow society, even for the martially inclined. Drow
with this racial trait may choose either Bluff or Diplomacy as a class skill, and
gain a +2 bonus on such skill checks.
-
Ancestral Grudge (1 RP): The enmity between the drow and elves
and dwarves is long-standing and deeply entrenched. Drow with this racial trait
gain a +1 bonus on attack rolls against humanoids with the dwarf or elf subtypes
(with the exception of drow) because of their special training against these reviled
foes.
-
Blasphemous Covenant (3 RP): Since their twisted
beginnings, the drow have consorted with demons. Some drow have strong ties with
these creatures and may call upon ancient and obscene associations to sway demonic
cooperation. Drow with this racial trait gain a +2 bonus on Diplomacy checks made
against unbound creatures with the demon subtype. Furthermore, demons conjured with
any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes
or offerings for any planar ally spell cast by these
drow to summon a demon is reduced by 20%.
-
Darklands Stalker (4 RP): The lands outside of
drow cities, from rough-hewn tunnels to rocky caverns, are treacherous to navigate.
Drow with this racial trait may move through difficult terrain without penalty while
underground. In addition, drow with a Dexterity of 13 or higher gain Nimble Moves as a bonus feat.
-
Light Blindness (–1 RP): Abrupt exposure to bright light blinds
drow for 1 round; on subsequent rounds, they are dazzled as long as they remain
in the affected area. An elf must have the darkvision trait to
take this trait.
-
Poison Use (1 RP): Drow are skilled in the use of poison and never
risk accidentally poisoning themselves.
-
Seducer (2 RP): Certain drow possess an innate understanding
of the darkest desires that lurk in every heart. Drow with this racial trait add
+1 to the saving throw DCs for spells and spell-like abilities of the enchantment
school. In addition, drow with a Wisdom score of 15 or higher may use charm person once per day as a
spell-like ability (caster level equal to the drow's character level).
-
Spell Resistance (2 RP): Drow possess spell resistance equal to
6 plus their class levels.
-
Spell-Like Abilities (4 RP): A drow can cast dancing lights, darkness, and faerie fire, once each per day,
using her total character level as her caster level.
-
Superior Darkvision (1
RP):
Drow can see in the dark up to 120 feet. An elf must have the darkvision trait to
take this trait.
-
Weapon Familiarity (2 RP): Drow are proficient
with the hand crossbow, rapier, and short sword.
-
Drow Languages (0 RP): Drow begin play
speaking Elven and Undercommon. Drow with high Intelligence scores can choose
from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign
Language, Gnome, or Goblin. This trait
replaces an elf’s normal languages.
Giants (standard ability scores: +2 Strength,
+2 Constitution, –2 Intelligence; 1 RP)
Essential Traits (9 RP; 6 RP with powerful build; 10 RP with standard ability scores; 7 RP with
standard ability scores and powerful build)
-
Humanoid (giant)
-
Large (7 RP): Giants are Large creatures and gain a +2 size bonus to Strength
and a –2 size penalty to Dexterity (in addition to their standard ability scores
above). Giants take a –1 size penalty to their AC, a –1 size penalty on attack rolls,
a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on
Stealth checks. A giant takes up a space that is 10 feet by 10 feet and has a reach
of 5 feet.
-
Normal Speed: Giants have a base speed of 30 feet.
-
Low-Light Vision (1 RP): Giants with this trait
can see twice as far as humans in conditions of dim light.
-
Skill Training (1 RP): Intimidate and Perception are always
considered class skills for giants with this trait.
-
Languages: Giants begin play speaking
Common and Giant. Giants with high Intelligence scores can chose from the following:
Draconic, Dwarven, Gnoll, Gnome, Goblin, and Orc.
Standard Traits
-
Fast (1 RP): Giants
with this trait gain a +10 foot bonus to their base speed.
-
Reach (1 RP): Giants
with this trait have a reach of 10 feet. You must be large size to take this trait.
Expanded Traits
-
Natural Armor (2 RP): Giants with this trait gain a +1 natural
armor bonus to their Armor Class.
-
Powerful Build (–3 RP): Giants with this trait
are Medium creatures and have no bonuses or penalties due to their size. However,
the physical stature of the giant lets them still function in many ways as if they
were a Large creature.
§ Whenever a giant is subject
to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat
Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts),
the giant is treated as a Large creature if doing so is advantageous to him.
§ A giant is also considered
to be a Large creature when determining whether a creature’s special attacks based
on size (such as grab or swallow whole) can affect him.
§ A giant can use weapons
designed for a Large creature without penalty. However, his space and reach remain
those of a Medium creature.
§ The benefits of this racial
trait stack with the effects of abilities and spells that change the subject’s size
category.
§ This racial trait
replaces the large trait. Hybrid giants often begin with have the
powerful build trait rather than the large trait.
-
Rock Catching (2 RP): Once per round, a giant with this trait
that would normally be hit by a rock can make a Reflex saving throw to catch it
as a free action. The DC is 15 for a Small rock, 20 for a Medium rock, and 25 for
a Large rock (if the projectile provides a magical bonus on attack rolls, the DC
increases by that amount). The giant must be aware of the attack in order to make
a rock catching attempt. You must be large size to take this trait.
-
Rock Throwing (3 RP): Giants with this trait are accomplished
rock throwers and gain a +1 racial bonus on attack rolls with thrown rocks. A giant
can hurl rocks up to two categories smaller than its size. A "rock" is
any large, bulky, and relatively regularly shaped object made of any material with
a hardness of at least 5. A thrown rock has a range increment of 120 feet. The creature
can hurl the rock up to five rage increments. Damage from a thrown rock is 2d6 plus
1-1/2 times the throwing creature's Strength bonus. You must be large size to take this
trait.
Gnomes (standard ability scores: +2 Constitution,
+2 Charisma, –2 Strength)
Essential Traits (3 RP)
-
Humanoid (gnome)
-
Small: Gnomes are Small creatures and gain a +1 size bonus to their
AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus
and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-
Slow Speed (–1 RP): Gnomes have a base speed of 20 feet.
-
Low-Light Vision (1 RP): Gnomes can see twice
as far as humans in conditions of dim light.
-
Illusion Resistance (1 RP): Gnomes get a +2 racial
saving throw bonus against illusion spells or effects.
-
Obsessive (2 RP): Gnomes receive a +2 racial bonus on a Craft
or Profession skill of their choice.
-
Languages: Gnomes begin play speaking Common, Gnome, and
Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic,
Dwarven, Elven, Giant, Goblin, and Orc.
Standard Traits
-
Defensive Training (1 RP): Gnomes get a +4 dodge
bonus to AC against monsters of the giant type.
-
Gnome Magic (2 RP): Gnomes add +1 to the DC of any saving throws
against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also
gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is
equal to the gnome's level. The DC for these spells is equal to 10 + the spell's
level + the gnome's Charisma modifier.
-
Hatred (1 RP): Gnomes receive a +1 bonus on attack rolls against
humanoid creatures of the reptilian and goblinoid subtypes due to special training
against these hated foes.
-
Keen Senses (2 RP): Gnomes receive a +2 racial bonus on Perception
skill checks.
-
Weapon Familiarity (1 RP): Gnomes treat any weapon
with the word “gnome” in its name as a martial weapon.
Expanded Traits
-
Academician (2 RP): Some gnomes are more academically inclined than
their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge
skill.
-
Bond to the Land (2 RP): Some gnomes have strong ties to specific
kinds of terrain, as a holdover from their fey origins. These gnomes gain a +2 dodge
bonus to AC when in a specific terrain type selected from the ranger list of favored
terrains. This choice is made at character creation, and cannot be changed.
-
Darkvision (1 RP): Some gnome strains have lived in the underground
depths for so long they have given up on light entirely and gain darkvision with
a range of 60 feet, but also gain sensitivity to light and are dazzled in areas
of bright light or within the radius of a daylight spell.
-
Eternal Hope (2 RP): Gnomes rarely lose hope and are always
confident that even hopeless situations will work out. Gnomes with this racial trait
receive a +2 racial bonus on saving throws against fear and despair effects. Once
per day, after rolling a 1 on a d20, the gnome may reroll and use the second result.
-
Explorer (3 RP): Many gnomes are obsessed with seeing as much
of the world as possible, rather than perfecting some specific talent or vocation.
These gnomes gain a +2 racial bonus on Climb checks and checks for one Knowledge
skill of their choice.
-
Fell Magic (2 RP): Gnomes add +1 to the DC of any saving throws
against necromancy spells that they cast. Gnomes with Wisdom scores of 11 or higher
also gain the following spell-like abilities: 1/day—bleed, chill touch, detect poison, and touch of fatigue. The caster level
for these effects is equal to the gnome's level. The DC for these spells is equal
to 10 + the spell's level + the gnome's Wisdom modifier.
-
Gift of Tongues (2 RP): Gnomes love languages and learning about
those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy
checks, and they learn one additional language every time they put a rank in the
Linguistics skill.
-
Knack with Poison (3 RP): Some gnomes have an
instinctive understanding of poisons and their uses. Gnomes gain a +2 racial bonus
on Fortitude saves against poison and a +2 bonus on Craft (alchemy) checks to make
poison. The bonus on Fortitude saving throws against poisons increases to +4 if
the gnome accidentally poisons himself when applying or readying the substance.
-
Magical Linguist (2 RP): Gnomes study languages in both their
mundane and supernatural manifestations. Gnomes with this racial trait add +1 to
the DC of spells they cast with the language-dependent descriptor or those that
create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on
saving throws against such spells. Gnomes with Charisma scores of 11 or higher also
gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for
these effects is equal to the gnome's level.
-
Master Tinker (2 RP): Gnomes experiment with all manner of
mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device
and Knowledge (engineering) checks. They are treated as proficient with any weapon
they have personally crafted.
-
Pyromaniac (3 RP): Gnomes with this racial trait are treated as
one level higher when casting spells with the fire descriptor, using granted powers
of the Fire domain, using the bloodline powers of the fire elemental bloodline or
the revelations of the oracle's flame mystery, and determining the damage of alchemist
bombs that deal fire damage (this ability does not give gnomes early access to level-based
powers; it only affects the powers they could use without this ability). Gnomes
with Charisma scores of 11 or higher also gain the following spell-like abilities:
1/day—dancing lights, flare, prestidigitation, produce flame. The caster level
for these effects is equal to the gnome's level; the DCs are Charisma-based.
-
Warden of Nature (2 RP): Gnomes must often protect their homes
against unnatural or pestilential infestations. Gnomes with this racial trait gain
a +2 dodge bonus to AC against aberrations, oozes, and vermin, and a +1 bonus on
attack rolls against them because of their special training.
Svirfneblin-Only Traits
If a gnome spends 3 or more race points (RP)
on these traits, he will be considered part of the svirfneblin subrace by other
races, which may affect his social standing in some campaign settings.
-
Fortunate (4 RP): Svirfneblin gain a +2 racial bonus on all
saving throws.
-
Hatred (1 RP): Svirfneblin receive a +1 bonus on attack
rolls against humanoid creatures of the reptilian and dwarven subtypes due to
training against these hated foes.
-
Healthy (2 RP): Svirfneblin gain a +4 bonus on Fortitude
saves against disease and poison, including magical diseases.
-
Spell Resistance (3 RP): Svirfneblin have SR equal to 11 +
their class levels.
-
Stonecunning (1 RP): Svirfneblin gain a +2 bonus on
Perception checks to notice unusual stonework, such as traps and hidden doors
located in stone walls or floors. They receive a check to notice such features
whenever they pass within 10 feet of them, whether or not they are actively
looking.
-
Stoneseer (2 RP): Svirfneblin add +1 to the caster level of
any spells with the earth descriptor they cast. Svirfneblin also gain the
following spell-like abilities: Constant—nondetection; 1/day—magic stone, stone shape, stone tell; caster level equals
the svirfneblin's class levels.
-
Superior Darkvision
(1 RP):
Svirfneblin can see in the dark up to 120 feet. A gnome must
have the darkvision trait to take this trait.
-
Superior Defensive Training (4 RP): Svirfneblin gain a
+2 dodge bonus to Armor Class.
-
Svirfneblin Magic (2 RP): Svirfneblin add +1
to the DC of any illusion spells they cast. Svirfneblin also gain the following
spell-like abilities: Constant—nondetection; 1/day—blindness/deafness, blur, disguise self; caster level
equals the svirfneblin's class levels.
-
Underground Sneak (5 RP): Svirfneblin gain a
+2 racial bonus on Craft (alchemy), Perception, and Stealth checks.
-
Svirfneblin Languages (0 RP): Svirfneblin begin
play speaking Gnome and Undercommon. Those with high Intelligence scores can
choose from the following: Aklo, Common, Draconic, Dwarven, Elven, Giant,
Goblin, Orc, and Terran. This trait
replaces a gnome’s normal languages.
Goblins (standard ability scores: +4 Dexterity,
–2 Strength, –2 Charisma; 2 RP)
Essential Traits (2 RP;
4 RP with standard ability scores)
-
Humanoid (goblinoid)
-
Small: Goblins are Small creatures and gain a +1 size bonus to
their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver
Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-
Normal Speed: Goblins have a base speed of 30 feet.
-
Darkvision (2 RP): Goblins can see in the dark up to 60 feet.
-
Furtive (0 RP): Stealth is always considered a class skill
for goblins.
-
Languages: Goblins begin play speaking Goblin. Goblins
with high Intelligence scores can choose from the following: Common, Draconic, Dwarven,
Gnoll, Gnome, Halfling, and Orc.
Standard Traits
-
Sneaky Rider (6 RP): Goblins gain a +4 racial bonus on Ride and Stealth checks.
Expanded Traits
-
Cave Crawler (2 RP): Some goblins are born and raised in caves
and rarely see the light of day. Goblins with this trait gain a climb speed of 20
feet and the +8 racial bonus on Climb checks associated with having a climb speed.
-
City Scavenger (4 RP): Goblins who live within the boundaries
of human cities survive by scavenging for refuse and hunting stray animals. Goblins
with this trait gain a +2 racial bonus on Perception and Survival checks, and can
use Survival to forage for food while in a city.
-
Eat Anything (6 RP): Raised with little or no proper food,
many goblins have learned to survive by eating whatever they happen across and can
digest nearly anything without getting sick. Goblins with this trait gain a +4 on
Survival checks to forage for food and a +4 racial bonus on saves versus effects
that cause the nauseated or sickened conditions.
-
Hard Head, Big Teeth (3 RP): Goblins are known for
their balloonlike heads and enormous maws, but some have even more exaggeratedly
large heads filled with razor-sharp teeth. Goblins with this trait gain a bite attack
as a primary natural attack that deals 1d4 points of damage.
-
Over-Sized Ears (4 RP): While goblins' ears are never dainty,
these goblins have freakishly large ears capable of picking up even the smallest
sounds. Goblins with this racial trait gain a +4 bonus on Perception checks.
-
Tree Runner (6 RP): In trackless rain forests and marshes, it can
be difficult to find dry ground to build on. Goblin tribes living in such areas
have learned to live in the treetops. These goblins gain a +4 racial bonus on Acrobatics
and Climb checks.
-
Weapon Familiarity (2 RP): Goblins'
traditional weapons are the dogslicer and the horsechopper, weapons designed
specifically to bring down their most hated foes. Goblins with this trait are
proficient with the dogslicer and the horsechopper, and treat any weapon with
the word "goblin" in it as martial weapons.
Halflings (standard ability scores: +2 Dexterity,
+2 Charisma, –2 Strength)
Essential Traits (2 RP)
-
Humanoid (halfling)
-
Small: Halflings are Small creatures and gain a +1 size bonus to
their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver
Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
-
Slow Speed (–1 RP): Halflings have a base speed of 20 feet.
-
Fearless (1 RP): Halflings receive a +2 racial bonus on all
saving throws against fear. This bonus stacks with the bonus granted by halfling
luck.
-
Halfling Luck (2 RP): Halflings receive a +1 racial bonus on
all saving throws.
-
Languages: Halflings begin play speaking Common and Halfling.
Halflings with high Intelligence scores can choose from the following: Dwarven,
Elven, Gnome, and Goblin.
Standard Traits
-
Keen Senses (2 RP): Halflings receive a +2 racial bonus on Perception
skill checks.
-
Sure-Footed (4 RP): Halflings receive a
+2 racial bonus on Acrobatics and Climb skill checks.
-
Weapon Familiarity (1 RP): Halflings are proficient
with slings and treat any weapon with the word “halfling” in its name as a martial
weapon.
Expanded Traits
-
Adaptable Luck (2 RP): Some halflings have greater control over
their innate luck. This ability gives them more options for how they can apply their
good fortune from day to day, but also narrows its scope. Three times per day, a
halfling can gain a +2 luck bonus on an ability check, attack roll, saving throw,
or skill check. If halflings choose to use the ability before they make the roll
or check, they gain the full +2 bonus; if they choose to do so afterward, they only
gain a +1 bonus. Using adaptive luck in this way is not an action.
-
Craven (2 RP): While most halflings are fearless, some are
skittish, making them particularly alert. Halflings with this racial trait gain
a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They
take a –2 penalty on saves against fear effects and gain no benefit from morale
bonuses on such saves. When affected by a fear effect, their base speed increases
by 10 feet and they gain a +1 dodge bonus to Armor Class. This racial trait replaces
fearless.
-
Fleet of Foot (1 RP): Some halflings are quicker than their
kin but less cautious. Halflings with this racial trait move at normal speed and
have a base speed of 30 feet.
-
Halfling Jinx (2 RP): Halflings with this
racial trait gain the ability to curse another creature with bad luck at will as
a standard action. This curse has a range of 30 feet, and you must be able to see
the target and have line of effect to it. The target gets a Will saving throw to
resist this jinx (DC = 10 + 1/2 your level + your Charisma modifier). If your target
makes this saving throw, it is immune to your jinx ability for 24 hours. A jinxed
creature takes a –1 penalty on all saving throws. This jinx lasts for 24 hours or
until you attempt to use your jinx again. A jinx is a supernatural ability, is not
mind-affecting, does not allow spell resistance, and can affect any kind of creature
not immune to luck effects.
-
Ingratiating (6 RP): Halflings often survive at the whims
of larger, more aggressive races. Because of this, they go out of their way to make
themselves more useful, or at least entertaining, to larger folk. Halflings with
this racial trait gain a +2 bonus on skill checks for a single Perform skill of
their choice, and Perform is always a class skill for them. They also gain a +2
bonus on Craft and Profession checks.
-
Low Blow (2 RP): Some halflings train extensively in the art
of attacking larger creatures. Halflings with this racial trait gain a +1 bonus
on critical confirmation rolls against opponents larger than themselves.
-
Outrider (4 RP): Some halflings specialize in mounted combat.
Halflings with this racial trait gain a +2 bonus on Handle Animal and Ride checks.
-
Polyglot (3 RP): Some halflings, especially those who spend a
lot of time traveling, develop a talent for learning new languages. These halflings
gain a +2 racial bonus on Linguistics checks, and it is always a class skill for
them. Halflings with this racial trait also begin play with the ability to speak
Common, Halfling, and any one other language of their choice (except for secret
languages, such as Druidic) in addition to bonus languages due to high Intelligence.
They still gain the normal list of halfling bonus languages.
-
Practicality (5 RP): Halflings value hard work and common
sense. Halflings with this racial trait gain a +2 bonus on any one Craft or Profession
skill, as well as on Sense Motive checks and saves against illusions.
-
Shiftless (4 RP): Halflings have a reputation for larceny and
guile—and sometimes it's well deserved. Halflings with this racial trait gain a
+2 racial bonus on Bluff and Sleight of Hand checks, and Sleight of Hand is always
a class skill for them.
-
Swift as Shadows (3 RP): Halflings possess incredible stealth
even while moving through obstructed areas. Halflings with this racial trait reduce
the penalty for using Stealth while moving by 5, and reduce the Stealth check penalty
for sniping by 10.
-
Underfoot (2 RP): Halflings must train hard to effectively fight
bigger opponents. Halflings with this racial trait gain a +1 dodge bonus to AC against
foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample
attacks.
-
Wanderlust (2 RP): Halflings love travel and maps. Halflings with
this racial trait receive a +2 bonus on Knowledge (geography) and Survival checks.
When casting spells or using abilities that provide or enhance movement, halflings
treat their caster level as +1 higher than normal.
-
Warslinger (4 RP): Halflings are experts at the use of the sling.
Halflings with this racial trait can reload a sling as a free action. Reloading
a sling still requires two hands and provokes attacks of opportunity.
Hobgoblins (standard ability scores: +2 Dexterity, +2 Constitution; 2 RP)
Essential Traits (2 RP;
4 RP with standard ability scores)
-
Humanoid (goblinoid)
-
Medium: Hobgoblins are Medium creatures and have no
bonuses or penalties due to their size.
-
Normal Speed: Hobgoblins have a base speed of 30 feet.
-
Darkvision (2 RP): Hobgoblins can see in the dark up to 60 feet.
-
Furtive (0 RP): Stealth is always considered a class skill
for goblins.
-
Languages: Hobgoblins begin play speaking Common and Goblin.
Hobgoblins with high Intelligence scores can choose from the following: Draconic,
Dwarven, Infernal, Giant, and Orc.
Standard Traits
-
Sneaky (5 RP): Hobgoblins receive a +4 racial bonus on Stealth
checks.
Expanded Traits
-
Bandy-Legged (0 RP): Bandy-legged hobgoblins have an even
more exaggerated stature than other hobgoblins, with bowed legs and massive shoulders.
Hobgoblins with this racial trait gain a +2 racial bonus on Climb and Ride checks,
and a +2 racial bonus to their CMD against bull rush or trip attempts while on solid
ground. The base speed of bandy-legged hobgoblins is reduced to 20 feet.
-
Battle-Hardened (4 RP): Incessant drills make defense second
nature to some hobgoblins. Hobgoblins with this racial trait gain a +1 bonus to
CMD.
-
Engineer (4 RP): Hobgoblin engineers tinker endlessly with fire,
explosives, and the engines of war. Hobgoblins with this racial trait gain a +2
racial bonus on Craft (alchemy) and Knowledge (engineering) checks.
-
Fearsome (5 RP): Some hobgoblins scorn caution and subtlety for
swagger and bluster. Hobgoblins with this racial trait gain a +4 racial bonus on
Intimidate checks.
-
Magehunter (4 RP): Hobgoblins hate and fear arcane casters. A magehunter
gains a +2 racial bonus on Spellcraft checks made to identify a spell being cast
and a +1 racial bonus on attack rolls against arcane spellcasters. He only gains
this bonus against creatures that use spells, and not against those that only use
spell-like abilities.
-
Pit Boss (1 RP): Slave blood fuels the hobgoblin war machine.
Pit bosses extract the last breath of labor from their charges with a liberal touch
of the lash. Hobgoblins with this racial trait gain proficiency with whips and a
+1 racial bonus on combat maneuver checks made to disarm or trip with a whip.
-
Scarred (2 RP): A hobgoblin can scar himself with both blade
and fire to toughen his hide into a mass of horny scars. Hobgoblins with this racial
trait gain a +1 natural armor bonus to Armor Class.
-
Slave Hunter (4 RP): Hobgoblin slavers excel at tracking down
runaway slaves and surviving in filthy conditions. Hobgoblins with this racial trait
gain a +2 racial bonus on Survival checks and a +2 racial bonus on Fortitude saves
against disease.
-
Unfit (3 RP): Hobgoblins who failed to secure a position in
the military hold the lowest status in hobgoblin society, and quickly learn the
value of currying favor with their betters. Hobgoblins with this racial trait gain
proficiency in a single martial weapon and +1 racial bonus on Bluff and Diplomacy
checks.
Humans (standard ability scores: +2 to One Ability Score)
Essential Traits (4 RP)
-
Humanoid (human)
-
Medium: Humans are
Medium creatures and have no bonuses or penalties due to their size.
-
Normal Speed: Humans have a base speed of 30 feet.
-
Bonus Feat (4 RP): Humans select one extra feat at
1st level.
-
Languages: Humans begin play speaking Common. Humans with
high Intelligence scores can choose the following: Dwarven, Elven, Halfling, Giant,
Gnome, Goblin, and Orc.
Standard Traits
-
Skilled (4 RP): Humans gain an additional skill rank at
first level and one additional rank whenever they gain a level. This trait may be taken instead of the
Bonus Feat trait.
-
Linguist
(1 RP): Humans begin play
speaking Common. Humans with high Intelligence scores can choose any languages they
want (except secret languages, such as Druidic).
Expanded Traits
-
Adoptive Parentage (4 RP): Humans
are sometimes orphaned and adopted by other races. Choose one humanoid race without
the human subtype. You start play with that race's languages and gain that race's
weapon familiarity racial trait (if any). If the race does not have weapon familiarity,
you gain either Skill Focus or Weapon Focus as a bonus feat that
is appropriate for that race instead.
-
Dual Talent (4 RP): Some humans are uniquely skilled at maximizing
their natural gifts. These humans pick two ability scores and gain a +2 racial bonus
in each of those scores.
-
Eye for Talent (4 RP): Humans have great intuition for hidden
potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when
they acquire an animal companion, bonded mount, cohort, or familiar, that creature
gains a +2 bonus to one ability score of the character's choice.
-
Focused Study (4 RP): All humans are skillful, but some, rather
than being generalists, tend to specialize in a handful of skills. At 1st, 8th,
and 16th level, such humans gain Skill Focus in a skill of their choice
as a bonus feat.
-
Heart of the Fields (4 RP): Humans born in rural
areas are used to hard labor. They gain a racial bonus equal to half their character
level to any one Craft or Profession skill, and once per day they may ignore an
effect that would cause them to become fatigued or exhausted.
-
Heart of the Mountains (4 RP): Humans born in the mountains
are skilled at negotiating heights and precipices. They gain a +2 racial bonus on
Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground.
Furthermore, they are considered acclimated to the effects of high altitude.
-
Heart of the Sea (4 RP): Humans born near the sea are always drawn
to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these
are always class skills for them. They can hold their breath twice as long as normal,
and spellcasters gain a +4 racial bonus on concentration checks when attempting
to cast spells underwater.
-
Heart of the Slums (4 RP): Humans who eke out a
life in a city's teeming slums must be quick and clever. They gain a +2 racial bonus
on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks
in urban and underground settings. In addition, they may roll twice when saving
against disease, taking the better roll.
-
Heart of the Snows (4 RP): Humans born in chilly
climes treat cold climates as one category less severe. They gain a +2 racial bonus
on Fortitude saving throws against the effects of cold climates, on any check or
saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers.
This bonus applies on Acrobatics and Climb checks made in slippery conditions.
-
Heart of the Streets (4 RP): Humans from bustling
cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and
a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds
do not count as difficult terrain for them.
-
Heart of the Sun (4 RP): Humans born in tropical climates treat
hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude
saving throws against the effects of a hot climate, as well as against the poison
and distraction ability of swarms and vermin.
-
Heart of the Wilderness (4 RP): Humans raised in the
wild learn the hard way that only the strong survive. They gain a racial bonus equal
to half their character level on Survival checks. They also gain a +5 racial bonus
on Constitution checks to stabilize when dying and add half their character level
to their Constitution score when determining the negative hit point total necessary
to kill them.
-
Heroic (4 RP): Some humans are born heroes. In campaigns that
use the optional hero point system, each time
these humans gain a level, they gain 2 hero points instead of 1. If they take the
Blood of Heroes feat, they gain 3
hero points each level instead of 2.
-
Silver Tongued (3 RP): Humans are often adept at subtle manipulation
and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy
and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude,
they can shift up to three steps up rather than just two.
Orcs (standard ability scores: +4 Strength,
–2 Intelligence, –2 Wisdom, –2 Charisma; 1 RP)
Essential Traits (5 RP; 3 RP with orc ferocity; 6 RP with standard ability scores; 4 RP with
standard ability scores and orc ferocity)
-
Humanoid (orc)
-
Medium: Orcs are Medium creatures and have no bonuses or penalties due to
their size.
-
Normal Speed: Orcs have a base speed of 30 feet.
-
Darkvision (2 RP): Orcs can see in the dark up to 60 feet.
-
Ferocity (4 RP): Orcs can remain conscious and continue fighting
even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points
or lower and lose 1 hit point each round as normal.
-
Light
Sensitivity (–1 RP): Orcs
are dazzled in areas of bright sunlight or within the radius of a daylight
spell.
-
Languages: Orcs begin play speaking Common and Orc. Orcs
with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll,
Goblin, Undercommon.
Standard Traits
-
Weapon Familiarity (2 RP): Orcs are always proficient
with greataxes and falchions, and treat any weapon with the word "orc"
in its name as a martial weapon.
Expanded Traits
-
Acute Darkvision (1 RP): Some orcs have exceptionally sharp darkvision,
gaining darkvision 90 feet.
-
Beastmaster (2 RP): Some orcs have a spiritual kinship with fantastical
beasts, capturing them for sport or living and hunting with them. An orc with this
trait treats whips and nets as martial weapons and gains a +2 racial bonus on Handle
Animal checks.
-
Bestial (2 RP): The orc blood of some orcs manifests in the
form of particularly prominent orc features, exacerbating their bestial appearances
but improving their already keen senses. They gain a +2 racial bonus on Perception
checks.
-
Cavewight (1 RP): Some orcs live far below the surface, seeking
freedom in winding cave complexes. Orcs with this racial trait gain a +1 racial
bonus on Knowledge (dungeoneering) and Survival checks made underground.
-
Chain Fighter (2 RP): Some orcs have escaped from slavery and
reforged the chains of their imprisonment into deadly weapons. Orcs with this racial
trait are proficient with flails and heavy flails, and treat dire flails and spiked
chains as martial weapons.
-
City-Raised (2 RP): Orcs with this trait know little of their orc
ancestry and were raised among humans and other orcs in a large city. City-raised
orcs are proficient with whips and longswords, and receive a +2 racial bonus on
Knowledge (local) checks.
-
Dayrunner (0 RP): Orcs refuse to yield to any foe, including the
sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize
to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack
rolls. This racial trait replaces light sensitivity.
-
Feral (2 RP): Orcs have the ability to fend for themselves
long before they master the rudiments of their language and culture. Having needed
to hunt bugs and tiny animals for food to survive while still infants, feral orcs
fight all the harder to survive when at the brink of death. Orcs with this racial
trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon
attack and damage rolls when at negative hit points.
-
Forest Walker (0 RP): More at home in the forests and jungles
of the world, these orcs are well adapted to their surroundings. Orcs with this
trait have low-light vision and gain a +2 racial bonus on Climb checks. This racial
trait replaces darkvision.
-
Gatecrasher (2 RP): Many orcs revel in acts of wanton destruction.
Orcs with this racial trait gain a +2 racial bonus on Strength checks to break objects
and on sunder combat maneuver checks.
-
Intimidating (2 RP): Orcs receive a +2 racial bonus on Intimidate
checks due to their fearsome nature.
-
Orc Ferocity (–2 RP): Once per day, when a half-orc is brought
below 0 hit points but not killed, he can fight on for 1 more round as if disabled.
At the end of his next turn, unless brought to above 0 hit points, he immediately
falls unconscious and begins dying. This racial trait replaces ferocity.
Hybrid giants often begin with have the orc ferocity trait rather than the ferocity
trait.
-
Rock Climber (2 RP): Orcs from mountainous regions are excellent
climbers, and sometimes ambush prey by leaping down from above. Orcs with this racial
trait gain a +1 racial bonus on Acrobatics and Climb checks.
-
Sacred Tattoo (2 RP): Many orcs decorate themselves with tattoos,
piercings, and ritual scarification, which they consider sacred markings. Orcs with
this racial trait gain a +1 luck bonus on all saving throws.
-
Scavenger (2 RP): Some orcs eke out a leaving picking over the
garbage heaps of society, and must learn to separate rare finds from the inevitable
dross. Orcs with this racial trait receive a +2 racial bonus on Appraise checks
and on Perception checks to find hidden objects (including traps and secret doors),
determine whether food is spoiled, or identify a potion by taste.
-
Shaman's Apprentice (2 RP): Only the most stalwart
survive the years of harsh treatment that an apprenticeship to an orc shaman entails.
Orcs with this trait gain Endurance as a bonus feat.
-
Squalid (2 RP): Some orcs exist in surroundings so filthy and
pestilent that even other orcs would have difficulty living in them. Orcs with this
racial trait gain a +2 racial bonus on saving throws made to resist nausea, the
sickened condition, and disease.
-
Toothy (2 RP): Some orcs' tusks are large and sharp, granting
a bite attack. This is a primary natural attack that deals 1d4 points of piercing
damage.
Special Subtypes
You must choose a base race before applying one
of the following subtypes. A race with one of the following subtypes is considered
a hybrid race.
Half-Construct
A half-construct race is a group of creatures
that are artificially enhanced or have parts replaced by constructed mechanisms,
be they magical or mechanical. A half-construct race has the following traits.
Essential Traits (7
RP)
-
Half-constructs
gain the half-construct subtype.
-
Half-constructs
gain a +2 racial bonus on saving throws against disease, mind-affecting effects,
poison, and effects that cause either exhaustion or fatigue.
-
Half-constructs
cannot be raised or resurrected.
-
Half-constructs
do not breathe, eat, or sleep, unless they want to gain some beneficial effect from
one of these activities. This means that a half-construct can drink potions to benefit
from their effects and can sleep in order to regain spells, but neither of these
activities is required for the construct to survive or stay in good health.
Expanded Traits
-
Crystalline Form (2 RP): Half-constructs have reflective, crystalline skin that grants
them a +2 racial bonus to AC against rays. Once per day, they can deflect a
single ray attack targeted at them as if they were using the Deflect Arrows feat.
-
Stone in the Blood (3 RP): Half-constructs gain fast healing 2
for 1 round anytime they take acid damage (whether or not this acid damage
overcomes their acid resistance, if any). A member of this race can heal up to
2 hit points per level per day with this ability, after which it ceases to
function.
Half-Undead
Half-undead races are strange or unholy fusions
of the living and the undead. A half-undead race has the following traits.
Essential Traits (5
RP)
-
Half-undead
gain the half-undead subtype.
-
Half-undead
can see in the dark up to 60 feet.
-
Half-undead
gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
-
Half-undead
take no penalties from energy-draining effects, though they can still be killed
if they accrue more negative levels than they have Hit Dice. After 24 hours, any
negative levels they've gained are removed without any additional saving throws.
-
Half-undead
creatures are harmed by positive energy and healed by negative energy. A half-undead
creature with the fast healing special quality still benefits from that quality.
Expanded Traits
-
Darkvision (2 RP): Half-undead can see in the dark up to 60 feet.
-
Dissolution's Child (5 RP): Once per day, a
half-undead can change its appearance to look as if it were little more than a
4-foot-tall area of shadow. Its physical form still exists and it is not
incorporeal—only its appearance changes. This racial trait works like invisibility, except the
effect only lasts 1 round per level (maximum 5 rounds).
-
Fangs (1 RP): On occasion, a half-undead may inherit his
father's lengthy canines. Whenever the half-undead makes a grapple combat
maneuver check to damage an opponent, he can choose to bite his opponent,
dealing 1d3 points of damage as if using a natural bite attack. As a standard
action, the half-undead can bite a creature that is bound, helpless, paralyzed,
or similarly unable to defend itself.
-
Low-Light Vision (1 RP): Half-undead can see
twice as far as humans in conditions of dim light.
-
Manipulative (4 RP): Half-undead receive
a +2 racial bonus on Bluff and Perception skill checks.
-
Spell-Like Ability (3 RP): Half-undead can
use detect undead three
times per day as a spell-like ability. The caster level for this ability equals
the half-undead's class level.
-
Toxic (1 RP): A
number of times per day equal to its Constitution modifier (minimum 1/day), a half-undead can envenom a weapon that it wields with its toxic saliva
or blood (using blood requires the creature to be injured when it uses this
ability). Applying venom in this way is a swift action. When you take this
trait, choose one of the following venoms.
§
Life-Stealing Venom:
Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's
Constitution modifier; frequency 1/round for 6 rounds; effect 1
Con; cure 1 save.
§ Paralytic
Venom: Injury; save Fort DC 10 + the 1/2 user's Hit
Dice + the user's Constitution modifier; frequency 1/round for
6 rounds; effect 1d2 Dex; cure 1 save.
§ Weakening
Venom: Injury; save Fort DC 10 + 1/2 the user's Hit
Dice + the user's Constitution modifier; frequency 1/round for
6 rounds; effect 1d2 Str; cure 1 save.
-
Vampiric Empathy (2 RP): Though half-undead often relate
poorly to humanoids, some share an affinity with baser creatures. These half-undead
gain the ability to communicate with bats, rats, and wolves as if under the
effects of a speak with animals spell
(caster level equal to 1/2 the half-undead 's Hit Dice). In addition, they gain
a +2 racial bonus on Diplomacy checks when
dealing with these animals. Whenever these half-undead initiate an exchange,
animals begin with a starting attitude of indifferent. This is a supernatural
ability.
-
Light Sensitivity (–1 RP): Half-undead are
dazzled in areas of bright sunlight or within the radius of a daylight spell.
-
Resurrection Vulnerability (–1 RP): A raise dead spell cast on
a half-undead can destroy it (Will negates). Using the spell in this way does
not require a material component.
-
Sunlight Powerlessness (–2 RP): Half-undead are powerless in natural
sunlight (this does not include light created by effects such as a daylight spell). A
member of this race caught in natural sunlight cannot attack and is staggered.
Hybrid-Only
Traits
These traits may only be purchased by a hybrid
race.
-
Dual-Minded (1 RP): Members of this race gain a +2 bonus on all
Will saving throws.
-
Multitalented (2 RP): Members of this race choose two favored
classes at 1st level and gain +1 hit points or +1 skill rank whenever they take
a level in either of those classes.
Universal
Traits
These traits may be purchased by any race.
-
Camouflage (1 RP): Choose a ranger favored terrain type. Members
of this race gain a +4 racial bonus on Stealth checks while within that terrain
type.
-
Integrated (1 RP): Members of this race gain a +1 bonus
on Bluff, Disguise, and Knowledge (local) checks.
-
Lifebound (2 RP): Members of this race gain a +2 racial bonus
on all saving throws made to resist death effects, saving throws against negative
energy effects, Fortitude saves made to remove negative levels, and Constitution
checks made to stabilize if reduced to negative hit points.
-
Resistant (2 RP): Members of this race gain a +2 racial bonus
on saving throws against mind-affecting effects and poison.
-
Sociable (1 RP): When members of this race attempt to
change a creature's attitude with a Diplomacy check and fail by 5 or more, they
can try to influence the creature a second time even if 24 hours have not passed.
-
Stalker (1 RP): Perception and Stealth are always class skills
for members of this race.
-
Terrain Stride (1 RP): Choose a ranger favored terrain
type. Members of this race can move through natural difficult terrain at their normal
speed while within the chosen terrain. Magically altered terrain affects them normally.
New
Feat
The following feat is available to players
and GMs utilizing these rules.
Racial Paragon
You display a wider variety
of traits than a normal individual of your race.
Benefit: You gain an additional
4 race points (RP) to purchase new racial traits from one or more of your base
races.
Special: You may take this
feat once per every four class levels you have attained.
Example
Hybrid Races
Here are a couple of examples I made using
the above rules.
Half-Dwarf/Half-Giant
TYPE
|
||
Humanoid
(dwarf, giant) [hybrid]
|
1 RP
|
|
SIZE
|
||
Medium
|
— RP
|
|
BASE
SPEED
|
||
Slow
and Steady
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
(+2 to one ability score of their choice)
|
— RP
|
|
LANGUAGES
|
||
Standard
(Common, Dwarven, Giant, plus bonuses for high Int)
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Stability
|
1 RP
|
|
Wyrmscourged
|
3 RP
|
|
Feat
and Skill Racial Traits
|
||
Skill
Training
|
1 RP
|
|
Offence
Racial Traits
|
||
Powerful
Build
|
4 RP
|
|
Senses
Racial Traits
|
||
Darkvision
60 ft.
|
2 RP
|
|
Low-light
vision
|
1 RP
|
|
TOTAL
12 RP
|
Half-Gnome/Half-Construct
TYPE
|
||
Humanoid
(gnome, half-construct) [hybrid]
|
1 RP
|
|
SIZE
|
||
Small
|
— RP
|
|
BASE
SPEED
|
||
Slow
|
–1 RP
|
|
ABILITY
SCORE MODIFIERS
|
||
Standard
(+2 to one ability score of their choice)
|
— RP
|
|
LANGUAGES
|
||
Standard
(Common, Gnome, plus bonuses for high Int)
|
— RP
|
|
RACIAL
TRAITS
|
||
Defense
Racial Traits
|
||
Dual-Minded
|
1 RP
|
|
Illusion
Resistance
|
1 RP
|
|
Feat
and Skill Racial Traits
|
||
Obsessive
|
2 RP
|
|
Senses
Racial Traits
|
||
Low-light
vision
|
1 RP
|
|
Other
Traits
|
||
Half-Construct
Essential Traits
|
7 RP
|
|
TOTAL
12 RP
|
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