[Pathfinder] beastisrfrt

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651158222416622241666511586511582224166paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Race Builder 4Sneaky (5 RP): Prerequisites: None; Benefit: Members ofthis race gain a +4 racial bonus on Stealth checks.Sneaky Rider (6 RP): Prerequisites: None; Benefit: Membersof this race gain a +4 racial bonus on Ride and Stealth checks.Sociable (1 RP): Prerequisites: None; Benefit: Whenmembers of this race attempt to change a creature’s attitudewith a Diplomacy check and fail by 5 or more, they can try toinf luence the creature a second time even if 24 hours havenot passed.Stalker (1 RP): Prerequisites: None; Benefit: Perceptionand 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 thisrace 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 Perceptionchecks to notice unusual stonework, such as traps andhidden doors located in stone walls or f loors. Theyreceive a check to notice such features whenever theypass within 10 feet of them, whether or not they areactively looking.Underground Sneak (5 RP): Prerequisite: Race is nativeto the Darklands; Benefit: Members of this race gain a +2racial bonus on Craft (alchemy), Perception, and Stealthchecks. The bonus on Stealth checks increases to a +4bonus while underground.Urbanite (1 RP): Prerequisites: None; Benefit: Membersof this race gain a +2 racial bonus on Diplomacy checksmade to gather information and Sense Motive checksmade 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 Swimchecks, can always take 10 while swimming, and maychoose Aquan as a bonus language.Advanced TraitsNimble Attacks (2 RP): Prerequisites: None; Benefit: Membersof this race receive Weapon Finesse as a bonus feat.Quick Reactions (2 RP): Prerequisites: None; Benefit:Members of this race receive Improved Initiative as abonus feat.Magical Racial TraitsThe following racial traits augment a race’s ability to usemagic or grant spell-like abilities.Standard TraitsArcane Focus (1 RP): Prerequisites: None; Benefit: Membersof this race gain a +2 racial bonus on concentration checksmade to cast arcane spells defensively.Change Shape, Greater (6 RP): Prerequisite: Aberration,dragon, fey, humanoid, or monstrous humanoidtype; Benefit: Members of this race gain the followingsupernatural ability: a member of this race can assumethe appearance of a Small or Medium humanoid as thealter self spell, save that it does not adjust its ability scores.Change Shape, Lesser (3 RP): Prerequisite: Aberration,dragon, fey, humanoid, or monstrous humanoidtype; Benefit: Members of this race gain the followingsupernatural ability: A member of this race can assume theappearance of a single form of a single humanoid race of itssize. The form is static and cannot be changed each timeit takes this form. The creature gains a +10 racial bonuson Disguise checks made to appear as the member of therace whose appearance it assumes. Changing its shape isa standard action. This trait otherwise functions as alterself, 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 oncaster level checks made to overcome spell resistance anda +2 racial bonus on dispel checks.Dissolution’s Child (5 RP): Prerequisite: Outsider (native)with ties to the Shadow Plane, fey type, undead type, orhalf-undead subtype; Benefit: Members of this race gain thefollowing supernatural ability: Once per day, a member ofthis race can change its appearance to look as if it were littlemore than a 4-foot-tall area of shadow. Its physical formstill exists and it is not incorporeal—only its appearancechanges. This racial trait works like invisibility, except theeffect 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 savingthrow DCs of spells of the divination school and spellsthat produce sleep effects that they cast. In addition,members of this race with a Charisma score of 15 orhigher 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 memberof the race is a sorcerer with the elemental bloodlinecorresponding to the elemental plane it has ties to (i.e.,air, earth, fire, or water), it treats its Charisma score as2 points higher for all sorcerer spells and class abilities.Furthermore, a member of this race able to cast domainspells that correspond to the elemental plane the racehas ties to casts its domain powers and spells at +1 casterlevel. This trait does not give members of this race earlyaccess to level-based powers; it only affects powers thatthey 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 creaturewith the chosen subtype with a summon spell, increasethe 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 level227paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65115922241672224167paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511596511592224167checks made to overcome spell resistance. In addition,they also receive a +2 racial bonus on Spellcraft checksmade to identify the properties of magic items.Enclave Protector (2 RP): Prerequisites: None; Benefit:Members of this race add +1 to the caster level of anyabjuration spells they cast. Members of this race also gainthe following spell-like abilities: constant—nondetection;1/day—faerie fire, obscure object, sanctuary. The caster levelfor these effects is equal to the user’s character level.Envoy (1 RP): Prerequisites: None; Benefit: Members ofthis race with an Intelligence score of 11 or higher gainthe following spell-like abilities: 1/day—comprehendlanguages, detect magic, detect poison, read magic. The casterlevel for these effects is equal to the user’s character level.Fell Magic (3 RP): Prerequisites: None; Benefit: Membersof this race gain +1 to the DC of any saving throwsagainst necromancy spells that they cast. Members ofthis race with a Wisdom score of 11 or higher also gainthe following spell-like abilities: 1/day—bleed, chill touch,detect poison, touch of fatigue. The caster level for theseeffects is equal to the user’s character level. The DC forthese spell-like abilities is equal to 10 + the spell’s level +the user’s Wisdom modifier.Ferrous Growth (2 RP): Prerequisite: Outsider (native)with ties to the Plane of Earth; Benefit: Once per day, amember of this race can cause a touched piece of iron orsteel to grow into an object weighing up to 10 pounds,such as a sword, crowbar, or light steel shield. This objectremains in this form for 10 minutes or until broken ordestroyed, at which point it shrinks back to its originalsize and shape.Fertile Soil (2 RP): Prerequisite: Outsider (native)with ties to the Plane of Earth, fey type, or plant type;Benefit: Sorcerer members of this race with the verdantbloodline treat their Charisma score as 2 points higherfor all sorcerer spells and class abilities. Clerics whoare members of this race with the Plant domain usetheir domain powers and spells at +1 caster level. Thistrait does not give members of this race early access tolevel-based powers; it only affects powers that they couldalready use without this trait.Fiendish Sorcery (1 RP): Prerequisite: Outsider (native)with ties to Abaddon, the Abyss, or Hell; Benefit: If amember of this race is a sorcerer with the Abyssal orInfernal bloodline, it treats its caster level as 1 higherwhen casting bonus spells and bloodline powers. Thistrait does not give members of this race early access tolevel-based powers; it only affects powers that they couldalready use without this trait.Gnome Magic (2 RP): Prerequisite: Gnome subtype;Benefit: Members of this race gain a +1 bonus to the DCof any saving throws against illusion spells that theycast. Members of this race with a Charisma score of 11or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sounds, prestidigitation, speak withanimals. The caster level for these effects is equal to theuser’s level. The DC for the spell-like abilities is equal to10 + the spell’s level + the user’s Charisma modifier.Heavenborn (3 RP): Prerequisite: Outsider (native) withties to Elysium, Heaven, or Nirvana; Benefit: Members ofthis race gain a +2 bonus on Knowledge (planes) checks,and they cast spells with the good or light descriptor at+1 caster level.Hypnotic (2 RP): Prerequisites: None; Benefit: Members ofthis race add +1 to the DC for all saving throws againstspells or effects they cast that inf lict the fascinatedcondition. Once per day, when a creature rolls a savingthrow against such an effect from a member of this race,the member of the race can force that creature to reroll thesaving throw and use the second result, even if it is worse.Hypnotic Gaze (3 RP): Prerequisites: None; Benefit:Members of this race gain the following supernaturalability: Once per day, a member of this race can attemptto hypnotize a single target as per the spell hypnotism(caster level equal to its character level). The effects of thehypnotic gaze last only 1 round.Immortal Spark (7 RP): Prerequisite: Outsider (native)with ties to Elysium, Heaven, or Nirvana; Benefit:Members of this race gain a +2 bonus on Knowledge(history) checks and saving throws against death effectsand can use lesser age resistance (Pathfinder RPG UltimateMagic 205) once per day as a spell-like ability.Lightbringer (2 RP): Prerequisites: None; Benefit:Members of this race are immune to light-based blindnessand dazzle effects, and are treated as one level higherwhen determining the effects of any light-based spells oreffects they cast (including spell-like and supernaturalabilities). If a member of this race has an Intelligence of10 or higher, it may use light at will as a spell-like ability.Magical Linguist (2 RP): Prerequisites: None; Benefit:Members of this race gain a +1 bonus to the DC of spells theycast that have the language-dependent descriptoror that create glyphs, symbols, or other magicalwritings. They also gain a +2 racial bonus on savingthrows against such spells. Members of this race with aCharisma score of 11 or higher also gain the following spelllikeabilities: 1/day—arcane mark, comprehend languages,message, read magic. The caster level for these spell-likeabilities is equal to the user’s character level.Nereid Fascination (3 RP): Prerequisite: Outsider (native)with ties to the Plane of Water or fey type; Benefit: Membersof this race gain the following supernatural ability: Onceper day, a member of this race can create a 20-foot-radiusburst that causes humanoids within the aura’s range tobecome fascinated with the user (as the bard’s fascinatebardic performance). Affected humanoids may resist this228paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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

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checks made to overcome spell resistance. In addition,

they also receive a +2 racial bonus on Spellcraft checks

made to identify the properties of magic items.

Enclave Protector (2 RP): Prerequisites: None; Benefit:

Members of this race add +1 to the caster level of any

abjuration spells they cast. Members of this race also gain

the following spell-like abilities: constant—nondetection;

1/day—faerie fire, obscure object, sanctuary. The caster level

for these effects is equal to the user’s character level.

Envoy (1 RP): Prerequisites: None; Benefit: Members of

this race with an Intelligence score of 11 or higher gain

the following spell-like abilities: 1/day—comprehend

languages, detect magic, detect poison, read magic. The caster

level for these effects is equal to the user’s character level.

Fell Magic (3 RP): Prerequisites: None; Benefit: Members

of this race gain +1 to the DC of any saving throws

against necromancy spells that they cast. Members of

this race with a Wisdom score of 11 or higher also gain

the following spell-like abilities: 1/day—bleed, chill touch,

detect poison, touch of fatigue. The caster level for these

effects is equal to the user’s character level. The DC for

these spell-like abilities is equal to 10 + the spell’s level +

the user’s Wisdom modifier.

Ferrous Growth (2 RP): Prerequisite: Outsider (native)

with ties to the Plane of Earth; Benefit: Once per day, a

member of this race can cause a touched piece of iron or

steel to grow into an object weighing up to 10 pounds,

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): Prerequisite: Outsider (native)

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

Benefit: Sorcerer members of this race with the verdant

bloodline treat their Charisma score as 2 points higher

for all sorcerer spells and class abilities. Clerics who

are members of this race with the Plant domain use

their 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.

Fiendish Sorcery (1 RP): Prerequisite: Outsider (native)

with ties to Abaddon, the Abyss, or Hell; Benefit: If a

member of this race is a sorcerer with the Abyssal or

Infernal bloodline, it treats its 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.

Gnome Magic (2 RP): Prerequisite: Gnome subtype;

Benefit: Members of this race gain a +1 bonus to the DC

of any saving throws against illusion spells that they

cast. Members of this race with a Charisma score of 11

or higher also gain the following spell-like abilities: 1/

day—dancing lights, ghost sounds, prestidigitation, speak with

animals. The caster level for these effects is equal to the

user’s level. The DC for the spell-like abilities is equal to

10 + the spell’s level + the user’s Charisma modifier.

Heavenborn (3 RP): Prerequisite: Outsider (native) with

ties to Elysium, Heaven, or Nirvana; Benefit: Members of

this race gain a +2 bonus on Knowledge (planes) checks,

and they cast spells with the good or light descriptor at

+1 caster level.

Hypnotic (2 RP): Prerequisites: None; Benefit: Members of

this race add +1 to the DC for all saving throws against

spells or effects they cast that inf lict the fascinated

condition. Once per day, when a creature rolls a saving

throw against such an effect from a member of this race,

the member of the race can force that creature to reroll the

saving throw and use the second result, even if it is worse.

Hypnotic Gaze (3 RP): Prerequisites: None; Benefit:

Members of this race gain the following supernatural

ability: Once per day, a member of this race can attempt

to hypnotize a single target as per the spell hypnotism

(caster level equal to its character level). The effects of the

hypnotic gaze last only 1 round.

Immortal Spark (7 RP): Prerequisite: Outsider (native)

with ties to Elysium, Heaven, or Nirvana; Benefit:

Members of this race gain a +2 bonus on Knowledge

(history) checks and saving throws against death effects

and can use lesser age resistance (Pathfinder RPG Ultimate

Magic 205) once per day as a spell-like ability.

Lightbringer (2 RP): Prerequisites: None; Benefit:

Members of this race are immune to light-based blindness

and dazzle effects, and are treated as one level higher

when determining the effects of any light-based spells or

effects they cast (including spell-like and supernatural

abilities). If a member of this race has an Intelligence of

10 or higher, it may use light at will as a spell-like ability.

Magical Linguist (2 RP): Prerequisites: None; Benefit:

Members of this race gain a +1 bonus to the DC of spells they

cast that have the language-dependent descriptor

or that create glyphs, symbols, or other magical

writings. They also gain a +2 racial bonus on saving

throws against such spells. Members of this race with a

Charisma score of 11 or higher also gain the following spelllike

abilities: 1/day—arcane mark, comprehend languages,

message, read magic. The caster level for these spell-like

abilities is equal to the user’s character level.

Nereid Fascination (3 RP): Prerequisite: Outsider (native)

with ties to the Plane of Water or fey type; Benefit: Members

of this race gain the following supernatural ability: Once

per day, a member of this race can create a 20-foot-radius

burst that causes humanoids within the aura’s range to

become fascinated with the user (as the bard’s fascinate

bardic performance). Affected humanoids may resist this

228

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

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