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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Race Builder 4
Sneaky (5 RP): Prerequisites: None; Benefit: Members of
this race gain a +4 racial bonus on Stealth checks.
Sneaky Rider (6 RP): Prerequisites: None; Benefit: Members
of this race gain a +4 racial bonus on Ride and Stealth checks.
Sociable (1 RP): Prerequisites: None; Benefit: When
members of this race attempt to change a creature’s attitude
with a Diplomacy check and fail by 5 or more, they can try to
inf luence the creature a second time even if 24 hours have
not passed.
Stalker (1 RP): Prerequisites: None; Benefit: Perception
and Stealth are always class skills for members of this race.
Static Bonus Feat (2 RP): Prerequisites: None; Benefit:
Choose one feat with no prerequisites. All members of this
race gain this feat as a bonus feat at 1st level.
Stonecunning (1 RP): Prerequisites: None; Benefit:
Members of this race receive a +2 bonus on Perception
checks to notice unusual stonework, such as traps and
hidden doors located in stone walls or f loors. They
receive a check to notice such features whenever they
pass within 10 feet of them, whether or not they are
actively looking.
Underground Sneak (5 RP): Prerequisite: Race is native
to the Darklands; Benefit: Members of this race gain a +2
racial bonus on Craft (alchemy), Perception, and Stealth
checks. The bonus on Stealth checks increases to a +4
bonus while underground.
Urbanite (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on Diplomacy checks
made to gather information and Sense Motive checks
made to get a hunch about a social situation.
Water Child (4 RP): Prerequisites: None; Benefit:
Members of this race gain a +4 racial bonus on Swim
checks, can always take 10 while swimming, and may
choose Aquan as a bonus language.
Advanced Traits
Nimble Attacks (2 RP): Prerequisites: None; Benefit: Members
of this race receive Weapon Finesse as a bonus feat.
Quick Reactions (2 RP): Prerequisites: None; Benefit:
Members of this race receive Improved Initiative as a
bonus feat.
Magical Racial Traits
The following racial traits augment a race’s ability to use
magic or grant spell-like abilities.
Standard Traits
Arcane Focus (1 RP): Prerequisites: None; Benefit: Members
of this race gain a +2 racial bonus on concentration checks
made to cast arcane spells defensively.
Change Shape, Greater (6 RP): Prerequisite: Aberration,
dragon, fey, humanoid, or monstrous humanoid
type; Benefit: Members of this race gain the following
supernatural ability: a member of this race can assume
the appearance of a Small or Medium humanoid as the
alter self spell, save that it does not adjust its ability scores.
Change Shape, Lesser (3 RP): Prerequisite: Aberration,
dragon, fey, humanoid, or monstrous humanoid
type; Benefit: Members of this race gain the following
supernatural ability: A member of this race can assume the
appearance of a single form of a single humanoid race of its
size. The form is static and cannot be changed each time
it takes this form. The creature gains a +10 racial bonus
on Disguise checks made to appear as the member of the
race whose appearance it assumes. Changing its shape is
a standard action. This trait otherwise functions as alter
self, save that the creature does not adjust its ability scores.
Deep Magic (3 RP): Prerequisite: Native of the Darklands;
Benefit: Members of this race gain a +2 racial bonus on
caster level checks made to overcome spell resistance and
a +2 racial bonus on dispel checks.
Dissolution’s Child (5 RP): Prerequisite: Outsider (native)
with ties to the Shadow Plane, fey type, undead type, or
half-undead subtype; Benefit: Members of this race gain the
following supernatural ability: Once per day, a member of
this race can change its appearance to look as if it were little
more than a 4-foot-tall area of shadow. Its physical form
still exists and it is not incorporeal—only its appearance
changes. This racial trait works like invisibility, except the
effect only lasts 1 round per level (maximum 5 rounds).
Dreamspeaker (2 RP): Prerequisites: None; Benefit:
Members of this race gain a +1 bonus to the saving
throw DCs of spells of the divination school and spells
that produce sleep effects that they cast. In addition,
members of this race with a Charisma score of 15 or
higher may use dream once per day as a spell-like ability
(caster level is equal to the user’s character level).
Elemental Affinity (1 RP): Prerequisite: Outsider (native)
with ties to an elemental plane; Benefit: If a member
of the race is a sorcerer with the elemental bloodline
corresponding to the elemental plane it has ties to (i.e.,
air, earth, fire, or water), it treats its Charisma score as
2 points higher for all sorcerer spells and class abilities.
Furthermore, a member of this race able to cast domain
spells that correspond to the elemental plane the race
has ties to casts its domain powers and spells at +1 caster
level. 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.
Elemental Summoner (2 RP): Prerequisites: None;
Benefit: Choose one of the following elemental subtypes—
air, earth, fire, or water. When summoning a creature
with the chosen subtype with a summon spell, increase
the duration of that spell by 2 rounds.
Elven Magic (3 RP): Prerequisite: Elf subtype; Benefit:
Members of this race gain a +2 bonus on caster level
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012