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[Pathfinder] beastisrfrt

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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.

231

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

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