AMZN_Banner

Tuesday, February 25, 2014

Easy Hybrid Races – Part 2: Native Outsiders (Planetouched)

by Tim Wallace

So to begin, I think I need to talk about a concept introduced in Savage Species called the “type pyramid.” This is a hierarchy of the creature types found in the Pathfinder Roleplaying Game Bestiaries (or 3.5 Monster Manuals) so if you used one or more templates you would know what your final type was. This also bears relevance here as the whole point of creating hybrid races is the mixing of types and subtypes. Now in Part 1 we established that hybrid races gain the subtype of both of their base races. Now we will see what happens when we combine base races of different types. Here is the type pyramid as presented on pages 142 and 143 of Savage Species:
As you can see, two of these types are defunct in the Pathfinder Roleplaying Game: both giant and shapechanger are now subtypes which can be added to any type. That being said, any template (or base race) that of a lower type that gets combined with a creature with a higher type becomes the higher type. For example, if you take a Humanoid (elf) and mix it with a Fey, then you get a Fey (elf). Also, if you combine a Humanoid (giant) with an Outsider (native), then you get an Outsider (giant, native). And here is the new type hierarchy that I will be using for this system:
I put dragons and fey together since they are both ancient species of yore; but if you want, you can use the Savage Species hierarchy and have dragons above fey. Also I would rule that if you mix two types found on the same tier, the resulting hybrid would keep only one of its original types.

Native Outsider (Planetouched) Base Races
Hybrid native outsiders have these additional rules.
-        An Outsider (native) base race may be combined with another Outsider (native) or a Humanoid (or a base race with a different type from one of the forthcoming articles) for the normal 1 RP cost of creating a hybrid race.
-        An Outsider (native) hybrid has the Outsider (native) type and subtype, as well as any other subtypes of the other integrated base race.
-        Duplicate traits (such as the Outsider (native) type and subtype or darkvision) are still refunded when creating a hybrid race and both base races have the same essential traits. For example, if you combine an aasimar and a vertyx, the resulting race would cost 8 RP (6 RP for aasimar essential traits + 5 RP for vertyx essential traits + 1 RP for creating a hybrid race – 1 RP for duplicate Outsider (native) trait – 2 RP for duplicate darkvision trait – 1 RP for duplicate cold resistance 5 trait); and if you combine a dwarf and an oread the resulting race would cost 4 RP (2 RP for dwarf essential traits + 3 RP for oread essential traits + 1 RP for creating a hybrid race – 2 RP for duplicate darkvision trait).

Aasimar [celestial] (standard ability scores: +2 Wisdom, +2 Charisma; 2 RP)
Creatures blessed with a celestial bloodline, aasimars seem human except for some exotic quality that betrays their otherworldly origin. While aasimars are nearly always beautiful, something simultaneously a part of and apart from humanity, not all of them are good, though very few are evil.

Essential Traits (6 RP; 8 RP with standard ability scores)
-        Outsider (native) (1 RP)
-        Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Aasimars have a base speed of 30 feet.
-        Darkvision (2 RP): Aasimars can see in the dark up to 60 feet.
-        Celestial Resistance (3 RP): Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
-        Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Standard Traits
-        Skilled (4 RP): Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
-        Spell-Like Ability (3 RP): Aasimars can use daylight once per day as a spell-like ability (caster level equal to the aasimar's class level).

Expanded Traits
-        Celestial Crusader (7 RP): Some aasimars follow their destiny to war against the powers of ultimate evil. These individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil outsiders; they may use these skills untrained for this purpose.
-        Deathless Spirit (3 RP): Particularly strong-willed aasimars possess celestial spirits capable of resisting the powers of death. They gain resistance 5 against negative energy damage. They do not lose hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school.
-        Exalted Resistance (3 RP): An aasimar with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders.
-        Halo (2 RP): Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled.
-        Heavenborn (3 RP): Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge (planes) checks and they cast spells with the good or light descriptor at +1 caster level.
-        Immortal Spark (7 RP): Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability.
-        Incorruptible (2 RP): Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level.
-        Truespeaker (4 RP): There are some aasimars whose language transcends all boundaries. They gain a +2 bonus on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in Linguistics.

Ataxia [chaotic] (standard ability scores: +2 Dexterity, +2 Charisma, –2 Strength)
Ataxia are creatures with a bloodline somehow changed by exposure chaotic forces; whether having been born in an area near a rift to the Limbo or another chaotic plane or if someone in their ancestry had direct interaction with a protean. Ataxias appear humanoid in shape, though they often have asymmetric features. Ataxias are frequently, though not always chaotic, and very few are lawful.

Essential Traits (5 RP)
-        Outsider (native) (1 RP)
-        Medium: Ataxias are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Ataxias have a base speed of 30 feet.
-        Darkvision (2 RP): Ataxias can see in the dark up to 60 feet.
-        Anarchic Resistance (2 RP): Ataxias have acid resistance 5 and gain a +2 racial bonus on saving throws against polymorph, petrification, and transmutation spells or effects.
-        Languages: Ataxias begin play speaking Common and Protean. Ataxias with high Intelligence scores can choose from the following languages: Aklo, Abyssal, Celestial, Draconic, and Giant.

Standard Traits
-        Skilled (4 RP): Ataxias have a +2 racial bonus on Acrobatics and Escape Artist checks.
-        Spell-Like Ability (2 RP): Ataxias can use shatter once per day as a spell-like ability (caster level equals the ataxia’s character level).

Expanded Traits
-        Amorphous Anatomy (3 RP) An ataxia's vital organs shift and change shape and position constantly. This grants her a 50% chance to ignore additional damage caused by critical hits and sneak attacks.
-        Anarchic Sorcery (1 RP): If an ataxia with this racial trait is a sorcerer with the Protean bloodline, she treats her caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
-        Change Shape (6 RP): An ataxia with this racial trait gains the shapechanger subtype and the following supernatural ability: she can assume the appearance of a Small or Medium humanoid as the alter self spell, save that she does not adjust her ability scores.
-        Chaos Strike (4 RP): Whenever an ataxia reaches 9th level in any combination of classes, she can use chaos hammer once per day as a spell-like ability (caster level equals the ataxia’s character level).
-        Chaotic Biology (2 RP): An ataxia with this racial trait gains a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
-        Discordant Resistance (3 RP): An ataxia with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the law descriptor, as well as any spells and spell-like abilities cast by lawful outsiders.
-        Entropic Aura (2 RP): An ataxia with this racial trait can use entropic shield as an at-will spell-like ability (caster level equals the ataxia’s character level).
-        Protean Resistance (3 RP): The acid resistance of a ataxia with this trait increases to 10 and her racial bonus on saving throws against polymorph, petrification, and transmutation spells or effects increases to +4.

Ifrits [fire] (standard ability scores: +2 Dexterity, +2 Charisma, –2 Wisdom)
Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race.

Essential Traits (4 RP)
-        Outsider (native) (1 RP)
-        Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
-        Normal Speed: Ifrits have a base speed of 30 feet.
-        Darkvision (2 RP): Ifrits can see in the dark up to 60 feet.
-        Fire Resistance (1 RP): Ifrits have fire resistance 5.
-        Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.

Standard Traits
-        Fire Affinity (1 RP): Ifrit sorcerers with the elemental (fire) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Ifrit spellcasters with the Fire domain use their domain powers and spells at +1 caster level.
-        Spell-Like Ability (1 RP): Burning hands 1/day (caster level equals the ifrit's level).

Expanded Traits
-        Burning Assult (1 RP): Some ifrits inherit an ancestor's ability to deal fire damage with melee weapons and unarmed strikes. Once per day as a swift action, they can call on the elemental power lurking in their veins to shroud its arms in fire. Unarmed strikes with their elbows or hands (or attacks with weapons held in those hands) deal +1d6 points of fire damage. This lasts for 1 round per character level. The ifrit may end the effects of its burning assault early as a free action.
-        Desert Mirage (1 RP): Ifrits thrive in the deserts of the world, where their keen instincts and resistance to heat give them a huge edge over their competitors. Those with this trait gain a +2 racial bonus on Stealth checks in desert environments and on saves to resist starvation and thirst.
-        Efreeti Magic (1 RP): Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures.
-        Fire in the Blood (3 RP): Ifrits with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they take fire damage (whether or not this fire damage gets through their fire resistance). The ifrits can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Fire Insight (1 RP): Ifrit spellcasters sometimes find that their elemental heritage makes creatures of fire more willing to serve them. Summon monster and summon nature's ally spells that the ifrit casts last 2 rounds longer than normal when used to summon creatures with the fire subtype.
-        Fire-Starter (1 RP): Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus.
-        Forge-Hardened (1 RP): Not all ifrits are descended from efreet—some instead descend from azers or even salamanders. Such ifrits gain a +2 racial bonus on Craft (armor and weapons) checks and saves to resist fatigue and exhaustion.
-        Hypnotic (2 RP): Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed.
-        Superior Fire Resistance (2 RP): The fire resistance of ifrits with this racial trait improves to 10.
-        Wildfire Heart (2 RP): Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks.

Oreads [earth] (standard ability scores: +2 Strength, +2 Wisdom, –2 Charisma)
Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth.

Essential Traits (3 RP)
-        Outsider (native) (1 RP)
-        Medium: Oreads are Medium creatures and have no bonuses or penalties due to their size.
-        Slow Speed (–1 RP): Oreads have a base speed of 20 feet.
-        Darkvision (2 RP): Oreads can see in the dark up to 60 feet.
-        Acid Resistance (1 RP): Oreads have acid resistance 5.
-        Languages: Oreads begin play speaking Common and Terran. Oreads with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Undercommon.

Standard Traits
-        Earth Affinity (1 RP): Oread sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Earth domain use their domain powers and spells at +1 caster level.
-        Spell-Like Ability (1 RP): Magic stone 1/day (caster level equals the oread's total level).

Expanded Traits
-        Crystalline Form (2 RP): Oreads with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
-        Earth Insight (1 RP): Oread spellcasters sometimes find that their elemental heritage makes creatures of earth more willing to serve them. Summon monster and summon nature's ally spells that such oreads cast last 2 rounds longer than normal when used to summon creatures with the earth subtype.
-        Ferrous Growth (2 RP): Oreads with this racial trait learn how to mimic the magic of their shaitan ancestors. Once per day, such an oread can cause a touched piece of nonmagical iron or steel to grow into an object up to 10 pounds in weight, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
-        Fertile Soil (2 RP): Oread sorcerers with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Oread clerics with the Plant domain use their domain powers and spells at +1 caster level.
-        Granite Skin (2 RP): Rocky growths cover the skin of oreads with this racial trait. They gain a +1 racial bonus to natural armor.
-        Mountain-Born (1 RP): Oreads are drawn to mountains and other high places, and after many generations they've grown well suited to their environment. Oreads with this racial trait gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges and on saves against altitude fatigue and sickness.
-        Stone in the Blood (3 RP): Oreads with this racial trait mimic the healing abilities of the mephits, gaining fast healing 2 for 1 round anytime they are subject to acid damage (the acid damage does not need to overcome the oread's resistances or immunities to activate this ability). The oread can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Superior Acid Resistance (2 RP): The acid resistance of oreads with this racial trait improves to 10.
-        Treacherous Earth (2 RP): Once per day, an oread with this racial trait can will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain, centered on an area the oread touches. This lasts for a number of minutes equal to the oread's level, after which the ground returns to normal.

Penumbrals [shadow] (standard ability scores: +2 Dexterity, +2 Charisma, –2 Wisdom)
Long ago, penumbrals were humans exiled to the Shadow Plane, but that plane's persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Penumbrals often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane. (Note: Penumbrals are the same as fetchlings, I just don't like the name "fetchling.")

Essential Traits (6 RP)
-        Outsider (native) (1 RP)
-        Medium: Penumbrals are Medium creatures and receive no bonuses or penalties due to their size.
-        Normal Speed: Penumbrals have a base speed of 30 feet.
-        Darkvision (2 RP): Penumbrals can see in the dark up to 60 feet.
-        Low-Light Vision (1 RP): Penumbrals can see twice as far as humans in conditions of dim light.
-        Shadowy Resistance (2 RP): Penumbrals have cold resistance 5 and electricity resistance 5.
-        Languages: Penumbrals begin play speaking Common. Penumbrals with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue

Standard Traits
-        Dissolution's Child (5 RP): Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability.
-        Shadow Blending (1 RP): Attacks against a penumbral in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.
-        Skilled (4 RP): Penumbrals have a +2 racial bonus on Knowledge (planes) and Stealth checks.
-        Spell-Like Abilitiy (1 RP): A penumbral can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. A penumbral's caster level is equal to his total Hit Dice.
-        Shadow Travel (5 RP): When a penumbral reaches 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, he gains plane shift (self only, to the Shadow Plane or the Material Plane only) usable once per day. A penumbral's caster level is equal to his total Hit Dice.

Expanded Traits
-        Emissary (1 RP): Rare penumbrals excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a penumbral can roll twice when making a Bluff or Diplomacy check and take the better roll.
-        Gloom Shimmer (3 RP): Some penumbrals can manipulate shadowy energy in order to displace their location. These penumbrals gain displacement as a spell-like ability usable once per day. For this ability, a penumbral's caster level is equal to his total Hit Dice.
-        Shadow Magic (2 RP): Penumbrals who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These penumbrals gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast.
-        Shadowy Vitality (3 RP): A penumbral with this racial trait gains fast healing 2 for 1 round anytime he is in an area darkness or dim light. Magical darkness (such as the darkness spell) also activates this ability. The penumbral can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Subtle Manipulator (1 RP): Rather than taking on the forms of others, some penumbral are adept at destroying the memories of other creatures. Such penumbrals can use memory lapse once per day as a spell-like ability. For this ability, a penumbral's caster level is equal to his total Hit Dice.
-        World Walker (2 RP): Penumbrals who have spent most of their lives on the Material Plane can become more acclimated to their new environments. These penumbrals gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks.

Sulis [elemental] (standard ability scores: +2 Strength, +2 Charisma, –2 Intelligence)
Also called suli-jann, these humanoids are the descendants of mortals and jann. These strong and charismatic individuals manifest mastery over elemental power in their adolescence, giving them the ability to manipulate earth, fire, ice, and electricity. This elemental power tends to be reflected in the suli's personality as well.

Essential Traits (6 RP)
-        Outsider (native) (1 RP)
-        Medium: Sulis are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Sulis have a base speed of 30 feet.
-        Low-Light Vision (1 RP): Sulis can see twice as far as humans in dim light.
-        Energy Resistance (4 RP): Sulis have resistance to acid 5, cold 5, electricity 5, and fire 5.
-        Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Ignan, and Terran.

Standard Traits
-        Darkvision (2 RP): Sulis can see in the dark up to 60 feet.
-        Elemental Assault (4 RP): As a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. These rounds do not need to be used consecutively. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type.
-        Negotiator (4 RP): Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive checks.

Expanded Traits
-        Earthfoot (1 RP): While her elemental assault is active and dealing acid damage, the suli moves through difficult terrain related to earth and stone (rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally. A suli must have the elemental assault trait to take this trait.
-        Firehand (1 RP): While her elemental assault is active and dealing fire damage, the suli may hurl a piece of her arm-flames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the target takes 1d6 points of fire damage. The flames have a range increment of 10 feet. A suli must have the elemental assault trait to take this trait.
-        Icewalk (1 RP): While her elemental assault is active and dealing cold damage, the suli can walk on water-based liquids as if using water walk, except instead of hovering above the surface, she creates a temporary layer of ice that supports her and immediately melts once she moves away from it. This ice is not slippery to the suli and does not affect her balance or speed, though other ice affects her normally. Other creatures cannot travel on this ice, but the suli may carry a creature while moving. A suli must have the elemental assault trait to take this trait.
-        Shockshield (1 RP): While her elemental assault is active and dealing electricity damage, once per round as an immediate action, the suli can shock a creature that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing 1d6 points of electricity damage to the creature. A suli must have the elemental assault trait to take this trait.

Sylphs [air] (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Constitution)
Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.

Essential Traits (4 RP)
-        Outsider (native) (1 RP)
-        Medium: Sylphs are Medium creatures and have no bonuses or penalties due to their size.
-        Normal Speed: Sylphs have a base speed of 30 feet.
-        Darkvision (2 RP): Sylphs can see in the dark up to 60 feet.
-        Electricity Resistance (1 RP): Sylphs have electricity resistance 5.
-        Languages: Sylphs begin play speaking Common and Auran. Sylphs with high Intelligence scores can choose from the following: Aquan, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Standard Traits
-        Air Affinity (1 RP): Sylph sorcerers with the elemental (air) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylph spellcasters with the Air domain use their domain powers and spells at +1 caster level.
-        Spell-Like Ability (1 RP): Feather fall 1/day (caster level equals the sylph's total level).

Expanded Traits
-        Air Insight (1 RP): Sylph spellcasters sometimes find that their elemental heritage makes creatures of air more willing to serve them. Summon monster and summon nature's ally spells that the sylph casts last 2 rounds longer than normal when used to summon creatures with the air subtype.
-        Breeze-Kissed (4 RP): Breezes seem to follow most sylphs wherever they go, but some sylphs are better able to control these winds than others. A sylph with this racial trait surrounds herself with swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. The sylph can calm or renew these winds as a swift action. Once per day, the sylph can channel this wind into a single gust, making a bull rush or trip combat maneuver attempt against one creature within 30 feet. Whether or not the attempt succeeds, the winds are exhausted and no longer provide a bonus to the sylph's AC for 24 hours. This is a supernatural ability.
-        Like the Wind (1 RP): A sylph with this racial trait gains a +5 foot bonus to her base speed.
-        Sky Speaker (1 RP): Sylphs with this racial trait can speak with all birds of the animal creature type and birdlike magical beasts (like phoenixes and thunderbirds).
-        Storm in the Blood (3 RP): A sylph with this racial trait gains fast healing 2 for 1 round anytime she takes electricity damage (whether or not this electricity damage gets through her electricity resistance). The sylph can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Superior Electricity Resistance (2 RP): The electricity resistance of sylphs with this racial trait improves to 10.
-        Thunderous Resilience (1 RP): Sylphs with this racial trait gain sonic resistance 5.
-        Weather Savvy (1 RP): Some sylphs are so in tune with the air and sky that they can sense the slightest change in atmospheric conditions. Sylphs with this trait can spend a full-round action to predict the weather in an area for the next 24 hours. The sylph's prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
-        Whispering Wind (5 RP): Some sylphs are especially thin and wispy, as though they were made more of air than flesh. Sylphs with this racial trait gain a +4 racial bonus on Stealth checks.

Tieflings [fiendish] (standard ability scores: +2 Dexterity, +2 Intelligence, –2 Charisma)
Diverse and often despised by humanoid society, tieflings are mortals stained with the blood of fiends. Other races rarely trust them, and this lack of empathy usually causes tieflings to embrace the evil, depravity, and rage that seethe within their corrupt blood. A select few see the struggle to smother such dark desires as motivation for grand heroism.

Essential Traits (6 RP)
-        Outsider (native) (1 RP)
-        Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
-        Normal Speed: Tieflings have a base speed of 30 feet.
-        Darkvision (2 RP): Tieflings see in the dark for up to 60 feet.
-        Fiendish Resistance (3 RP): Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
-        Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Infernal, and Orc.

Standard Traits
-        Fiendish Sorcery (1 RP): Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score as 2 points higher for all sorcerer class abilities.
-        Skilled (4 RP): Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
-        Spell-Like Ability (2 RP): Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Expanded Traits
-        Beguiling Liar (2 RP): Many tieflings find that the best way to get along in the world is to tell others what they want to hear. These tieflings' practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.
-        Fiendish Sprinter (1 RP): Some tieflings have feet that are more bestial than human. Whether their feet resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
-        Maw or Claw (2 RP): Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals 1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
-        Prehensile Tail (2 RP): Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action.
-        Scaled Skin (2 RP): The skin of these tieflings provides some energy resistance, but is also as hard as armor. Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC.
-        Soul Seer (4 RP): Rare tieflings have a peculiar sight that allows them to see the state of a creature's soul. They can use deathwatch at will as spell-like ability.
-        Vestigial Wings (2 RP): Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks.

Undines [water] (standard ability scores: +2 Dexterity, +2 Wisdom, –2 Strength)
Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic.

Essential Traits (6 RP)
-        Outsider (native) (1 RP)
-        Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size
-        Normal Speed: Undines have a base speed of 30 feet on land.
-        Swim Speed (2 RP): They also have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
-        Darkvision (2 RP): Undines can see in the dark up to 60 feet.
-        Cold Resistance (1 RP): Undines have cold resistance 5.
-        Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan, and Terran.

Standard Traits
-        Spell-Like Ability (1 RP): Hydraulic push 1/day (caster level equals the undine's level).
-        Water Affinity (1 RP): Undine sorcerers with the elemental (water) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water domain cast their Water domain powers and spells at +1 caster level.

Expanded Traits
-        Acid Breath (1 RP): Undines whose outsider heritage can be traced to a water mephit can wield acid as a weapon. Such an undine has a breath weapon that is a 5-foot cone of acidic water usable once per day. The breath deals 1d8 points of acid damage per two character levels (maximum 5d8). A Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage.
-        Amphibious (2 RP): Some undines are born with a permanent bond to water. Undines with this racial trait gain the aquatic subtype and amphibious special quality.
-        Deepsight (2 RP): The eyes of some undines are especially adapted to the lightless depths of the oceans, but not to air-filled environments. An undine with this racial trait has darkvision 120 feet while underwater, but do not gain this benefit out of water.
-        Flesh Chameleon (1 RP): Some undines can change their coloration to match human skin tones. As a standard action, an undine with this racial trait can change her natural blue hue to match any normal human skin tone, and can revert to normal as a free action. This grants a +4 racial bonus on Disguise checks to appear human.
-        Hydrated Vitality (3 RP): An undine with this racial trait gains fast healing 2 for 1 round anytime she submerges completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as an artificial pit or a bag of holding) does not activate this ability. The undine can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
-        Nereid Fascination (3 RP): Some undines can trace their ancestry to nereids as well as to outsiders. Once per day as a standard action, such an undine can create a 20-foot-radius aura that causes humanoids within the aura's range to become fascinated with her for a number of rounds equal to 1/2 the undine's character level (minimum 1). Targets may resist with a Will save (DC 10 + 1/2 the undine's level + the undine's Charisma modifier). This is a supernatural ability.
-        Ooze Breath (1 RP): Some undines' outsider heritage can be traced to ooze mephits. These undines have a breath weapon that is a 5-foot cone of slime usable once per day. The slime deals 1d4 points of acid damage per two character levels (maximum 5d4) and sickens creatures in the area for 3 rounds. A successful Reflex saving throw (DC 10 + 1/2 the undine's level + the undine's Constitution modifier) halves the damage and negates the sickened effect.
-        Superior Cold Resistance (2 RP): The cold resistance of undines with this racial trait improves to 10.
-        Terrain Chameleon (1 RP): Some undines can change their coloration to blend in with underwater terrain, mixing browns, grays, and greens to resemble kelp or other natural water plants. As a standard action, an undine with this racial trait can change her coloration, gaining a +4 bonus on Stealth checks in underwater environments. She can return to normal as a free action.
-        Water Sense (1 RP): Undines with this racial trait can sense vibrations in water, granting them blindsense 30 feet against creatures in contact with the same body of water.

Vertyxi [lawful] (standard ability scores: +2 Constitution, +2 Wisdom; 2 RP)
A vertyx is often the descendant of someone who has been experimented on by axiomites in their ever-continuing quest to impose order on the multiverse. Though they could also be the result of the unlikely pairing of an inevitable and a mortal (in which case they would likely have the half-construct subtype).  Vertyxi are usually very beautiful, with perfectly symmetrical features.

Essential Traits (5 RP; 7 RP with standard ability scores)
-        Outsider (native) (1 RP)
-        Medium: Vertyxi are Medium creatures and receive no bonuses or penalties due to their size.
-        Normal Speed: Vertyxi have a base speed of 30 feet.
-        Darkvision (2 RP): Vertyxi see in the dark for up to 60 feet.
-        Harmonic Resistance (2 RP): Vertyxi have electricity resistance 5 and gain a +2 racial bonus on saving throws against disease and mind-affecting spells or effects.
-        Languages: Vertyxi begin play speaking Common. Vertyxi with high Intelligence scores can choose from the following languages: Celestial, Draconic, Dwarven, Elven, and Infernal.

Standard Traits
-        Skilled (4 RP): Vertyxi have a +2 racial bonus on Acrobatics and Survival checks.
-        Spell-Like Ability (2 RP): Vertyxi can use tactical acumen once per day as a spell-like ability (caster level equals the ataxia’s character level).

Expanded Traits
-        Accordant Crusader (7 RP): Some vertyxi follow their destiny to war against the powers of ultimate chos. These individuals gain a +1 insight bonus on attack rolls and to AC against chaotic outsiders and a +2 racial bonus on Knowledge (planes) and Spellcraft checks to identify chaotic outsiders or items or effects created by chaotic outsiders; they may use these skills untrained for this purpose.
-        Axiomite Resistance (3 RP): The electrcity resistance of a vertyx with this trait increases to 10 and her racial bonus on saving throws against disease and mind-affecting spells or effects increases to +4.
-        Crystalline Form (2 RP): Vertyxi with this trait gain a +2 racial bonus to AC against rays thanks to their reflective crystalline skin. In addition, once per day, they can deflect a single ray attack targeted at them as if they were using the Deflect Arrows feat.
-        Diamond Resistance (3 RP): An vertyx with this racial trait gains spell resistance equal to 5 + her level against spells and spell-like abilities with the chaos descriptor, as well as any spells and spell-like abilities cast by chaotic outsiders.
-        Gifted Linguist (2 RP): A vertyx with this trait gains a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.
-        Hardy (3 RP): A vertyx with this trait gains a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
-        Incorruptible (2 RP): Occasionally, vertyxi arise with the ability to further ward away chaos. Vertyxi with this racial trait can cast corruption resistance against chaos once per day as a spell-like ability. If a vertyx uses this ability on herself, the duration increases to 1 hour per level.
-        Matrix of Order (4 RP): Whenever a vertyx reaches 9th level in any combination of classes, she can use order’s wrath once per day as a spell-like ability (caster level equals the vertyx’s character level).
-        Silver Tongued (3 RP): A vertyx with this trait gains bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two.

Example Outsider (native) Hybrids
Here are a couple of examples made using these new rules, as well as the rules found in Part 1.

Aasimar/Elf Hybrid
TYPE
Outsider (elf, native) [hybrid]
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard (+2 to one ability score of their choice)
— RP
LANGUAGES
Standard (Celestial, Common, Elven plus bonuses for high Int)
— RP
RACIAL TRAITS
Defense Racial Traits
Elven Immunities
2 RP
Celestial Resistance
3 RP
Offense Racial Traits
Weapon Familiarity [elf]
2 RP
Senses Racial Traits
Darkvision
2 RP
Low-light vision
1 RP
TOTAL 12 RP


Ataxia/Ifrit Hybrid
TYPE
Outsider (native) [hybrid]
2 RP
SIZE
Medium
— RP
BASE SPEED
Normal
— RP
ABILITY SCORE MODIFIERS
Standard (+2 to one ability score of their choice)
— RP
LANGUAGES
Standard (Celestial, Common, Ignan plus bonuses for high Int)
— RP
RACIAL TRAITS
Defense Racial Traits
Anarchic Resistance
2 RP
Fire in the Blood
3 RP
Fire Resistance
1 RP
Magic Racial Traits
Spell-Like Ability (1/day—shatter)
2 RP
Senses Racial Traits
Darkvision
2 RP
TOTAL 12 RP