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Tuesday, February 18, 2014

Easy Hybrid Races – Part 1

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 stonestone shapestone 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/deafnessblurdisguise 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.
-        Smeller (4 RP): Orcs with this racial trait gain the scent ability.
-        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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