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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