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.
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.
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.
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
-
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
|
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