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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Race Builder 4
of this race gain the following supernatural ability: Once
per day, a member of this race 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 a square it can touch. This lasts for a
number of minutes equal to the user’s level, after which
the ground returns to normal.
Weather Savvy (1 RP): Prerequisite: Outsider (native)
with ties to the Plane of Air or fey type; Benefit: Members
of this race are so in tune with the air and sky they can
sense the slightest change in atmospheric conditions.
They can spend a full-round action to predict the weather
in an area for the next 24 hours. This prediction is always
accurate, but cannot account for spells or supernatural
effects that might alter the forecast.
Advanced Traits
Constant Spell-Like Divination (3 RP): Prerequisites: None;
Benefit: Choose one of the following spells: detect magic,
detect poison, detect secret doors, detect undead. Members of
this race can use this spell as a constant spell-like ability.
The caster level of the spell-like ability is equal to the
user’s character level.
Shadow Travel (5 RP): Prerequisite: Outsider (native)
with ties to the Shadow Plane; Benefit: When a member
of this race reaches 9th level in any combination of
classes, she gains the ability to use shadow walk (self only)
as a spell-like ability once per day, and at 13th level, she
can use plane shift (self only to the Shadow Plane or the
Material Plane only) as a spell-like ability once per day.
The caster level of these spell-like abilities is equal to the
user’s character level.
Spell-Like Ability, Greater (Variable, see Special):
Prerequisites: None; Benefit: Choose a 3rd-level or 4thlevel
spell that does not attack a creature or deal damage.
Members of this race can use this spell as a spell-like
ability once per day. The caster level of the spell is equal
to the user’s character level. Special: This trait costs as
many RP as the level of the spell chosen. This trait can be
taken up to three times. Each time you take an additional
spell, adjust the RP cost of this trait appropriately.
Monstrous Traits
Spell-Like Ability, At-Will (Variable, see Special):
Prerequisites: None; Benefit: Choose a 3rd-level or lower
spell that does not attack a creature or deal damage.
Members of this race can use this spell as an at-will spelllike
ability. The caster level of the spell is equal to the
user’s character level. Special: This trait costs as many RP
as twice the level of spell chosen (minimum 2). Up to five
spells can be chosen when you take this trait. Each time
you take an additional spell, adjust the RP cost of this
trait appropriately.
Movement Racial Traits
The following racial traits augment a race’s ability to
move about the world.
Standard Traits
Climb (2 RP): Prerequisites: None; Benefit: Members of this
race have a climb speed of 20 feet, and gain the +8 racial
bonus on Climb checks that a climb speed normally grants.
Darklands Stalker (4 RP): Prerequisite: Native to the
Darklands; Benefit: Members of this race can move
unhindered through difficult terrain while underground.
In addition, members of this race with a Dexterity score
of 13 or higher gain Nimble Moves as a bonus feat.
Fleet-Footed (3 RP): Prerequisite: The race has at least
a +2 racial bonus to Dexterity; Benefit: Members of this
race receive Run as a bonus feat and a +2 racial bonus on
initiative checks.
Gliding Wings (3 RP): Prerequisites: None; Benefit:
Members of this race take no damage from falling (as if
subject to a constant nonmagical feather fall spell). While
in midair, members of this race can move up to 5 feet
in any horizontal direction for every 1 foot they fall, at
a speed of 60 feet per round. A member of a race with
gliding wings cannot gain height with these wings alone;
it merely coasts in other directions as it falls. If subjected
to a strong wind or any other effect that causes a creature
with gliding wings to rise, it can take advantage of the
updraft to increase the distance it can glide.
Jumper (2 RP): Prerequisite: The race has at least a +2
racial bonus to Dexterity; Benefit: Members of this race
are always considered to have a running start when
making Acrobatics checks to jump.
Mountaineer (1 RP): Prerequisites: None; Benefit:
Members of this race are immune to altitude sickness
and do not lose their Dexterity bonus to AC when making
Climb checks or Acrobatics checks to cross narrow or
slippery surfaces.
Sprinter (1 RP): Prerequisite: Normal speed; Benefit:
Members of this race gain a +10 foot racial bonus to their
speed when using the charge, run, or withdraw actions.
Swift as Shadows (3 RP): Prerequisite: The race has at
least a +2 racial bonus to Dexterity; Benefit: Members
of this race reduce the penalty for using Stealth while
moving at full speed by 5, and reduce the Stealth check
penalty for sniping by 10.
Swim (2 RP): Prerequisites: None; Benefit: Members of
this race have a swim speed of 30 feet and gain the +8 racial
bonus on Swim checks that a swim speed normally grants.
Terrain Stride (1 RP): Prerequisite: Normal speed;
Benefit: Choose a ranger favored terrain type. Members
of this race can move through natural difficult terrain
at their normal speed while within the chosen terrain.
Magically altered terrain affects them normally.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012