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[Pathfinder] beastisrfrt

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Race Builder 4

Exalted Resistance (3 RP): Prerequisite: Outsider

(native) with ties to Elysium, Heaven, or Nirvana; Benefit:

Members of this race gain spell resistance equal to 6 +

their character level against spells and spell-like abilities

with the evil descriptor, as well as any spells and spelllike

abilities cast by evil outsiders.

Fearless (1 RP): Prerequisites: None; Benefit: Members

of this race gain a +2 racial bonus on all saving throws

against fear effects. Special: This bonus stacks with the

bonus granted by the lucky (greater or lesser) racial trait.

Fiendish Resistance (3 RP): Prerequisite: Outsider

(native) with ties to Abaddon, the Abyss, or Hell; Benefit:

Members of this race gain cold resistance 5, electricity

resistance 5, and fire resistance 5.

Fire in the Blood (3 RP): Prerequisite: Outsider (native)

with ties to the Plane of Fire or dragon type; Benefit:

Members of this race gain fast healing 2 for 1 round

anytime they take fire damage (whether or not this fire

damage overcomes their fire resistance, if any). Members

of this race can heal up to 2 hit points per level per day

with this ability, after which it ceases to function.

Halo (2 RP): Prerequisite: Outsider (native) with ties to

Elysium, Heaven, or Nirvana; Benefit: Members of this

race can create light centered on their head at will as a

spell-like ability. When using the halo, a member of this

race gains a +2 circumstance bonus on Intimidate checks

against evil creatures and on saving throws against

becoming blinded or dazzled.

Hardy (3 RP): Prerequisite: The race has at least a +2

racial bonus to Constitution; Benefit: Members of this

race gain a +2 racial bonus on saving throws against

poison, spells, and spell-like abilities.

Healthy (2 RP): Prerequisite: The race has at least a +2

racial bonus to Constitution; Benefit: Members of this

race gain a +4 bonus on Fortitude saves against disease

and poison, including magical diseases.

Hydrated Vitality (3 RP): Prerequisite: Outsider (native)

with ties to the Plane of Water, fey type, or plant type;

Benefit: Members of this race gain fast healing 2 for

1 round anytime they submerge completely within

a body of natural salt water, fresh water, or brackish

water. Stagnant, poisoned, or trapped water (such as

water within an artificial pit or a bag of holding) does not

activate this ability. Members of this race can heal up to

2 hit points per level per day with this ability, after which

it ceases to function.

Illusion Resistance (1 RP): Prerequisites: None; Benefit:

Members of this race gain a +2 racial bonus on saving

throws against illusion spells or effects.

Lifebound (2 RP): Prerequisite: A Constitution score;

Benefit: 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.

Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members

of this race gain a +1 racial bonus on all saving throws.

Mist Child (1 RP): Prerequisites: None; Benefit: Whenever a

member of this race has concealment or total concealment,

the miss chance of attacks against her increases by 5%.

Mountain-Born (1 RP): Prerequisites: None; Benefit:

Members of this race gain a +2 racial bonus on Acrobatics

checks made to cross narrow ledges and on saving throws

against altitude fatigue and sickness.

Natural Armor (2 RP): Prerequisites: None; Benefit:

Members of this race gain a +1 natural armor bonus to

their Armor Class.

Plagueborn (1 RP): Prerequisites: None; Benefit:

Members of this race gain a +2 racial bonus on saving

throws against disease, ingested poisons, and becoming

nauseated or sickened.

Poison Resistance (3 RP): Prerequisites: None; Benefit:

Members of this race gain a racial bonus on saving throws

against poison effects equal to their Hit Dice.

Resist Level Drain (1 RP): Prerequisite: Negative energy

affinity racial trait; Benefit: Members of this race take no

penalty from energy-draining effects, though a member

of this race can still be killed if it accrues more negative

levels than it has Hit Dice. After 24 hours, any negative

levels a member of this race has accrued are removed

without the need for any additional saving throws.

Resistant (2 RP): Prerequisites: None; Benefit: Members

of this race gain a +2 racial bonus on saving throws

against mind-affecting effects and poison.

Shadow Blending (1 RP): Prerequisite: Shadow resistance

racial trait; Benefit: Attacks made against members of this

race while they are within areas of dim light have a 50%

miss chance instead of the normal 20% miss chance. This

trait does not grant total concealment; it just increases

the miss chance. This is a supernatural ability.

Shadow Resistance (2 RP): Prerequisites: None; Benefit:

Members of this race gain cold resistance 5 and electricity

resistance 5.

Spell Resistance, Greater (3 RP): Prerequisites: None;

Benefit: Members of this race gain spell resistance equal

to 11 + their character level.

Spell Resistance, Lesser (2 RP): Prerequisites: None;

Benefit: Members of this race gain spell resistance equal

to 6 + their character level.

Stability (1 RP): Prerequisites: None; Benefit: Members of this

race receive a +4 racial bonus to their CMD when resisting

bull rush or trip attempts while standing on the ground.

Stone in the Blood (3 RP): Prerequisite: Outsider (native)

with ties to the Plane of Earth, construct type, dragon

type, or half-construct subtype; Benefit: Members of this

race gaining fast healing 2 for 1 round anytime they take

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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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