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[Pathfinder] beastisrfrt

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

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Vestigial Wings (2 RP): Prerequisites: None; Benefit:

Members of this race have wings that do not provide the

lift required for actual f light, but do have enough power

to aid f light attained by some other method, and grant a

+4 racial bonus on Fly checks.

Advanced Traits

Burrow (3 RP): Prerequisite: Normal speed; Benefit:

Members of this race gain a burrow speed of 20 feet.

Special: This trait can be taken twice. The second time it

is taken, the burrow speed increases to 30 feet.

Fast (1 RP): Prerequisite: Normal speed; Benefit:

Members of this race gain a +10 foot bonus to their base

speed. Special: This trait can be taken more than once, but

each time it is, the cost increases by 1 RP. Its effects stack.

Flight (4 RP): Prerequisites: None; Benefit: Members

of this race have a f ly speed of 30 feet with clumsy

maneuverability. Special: This trait can be taken more

than once. For each additional 2 RP spent, the race’s f ly

speed increases by +10 feet, and the maneuverability

improves by one step.

Powerful Swimmer (1 RP): Prerequisite: Swim racial

trait; Benefit: Members of this race receive a +10 foot

bonus to their swim speed. Special: This trait can be taken

twice. Its effects stack.

Monstrous Traits

Expert Climber (4 RP): Prerequisite: Climb racial trait;

Benefit: Members of this race can cling to cave walls

and even ceilings as long as the surface has hand- and

footholds. In effect, members of this race are treated as

being constantly under the effects of a nonmagical spider

climb spell, save that members of this race cannot cling to

smooth surfaces. This trait doubles the normal +8 racial

bonus on Climb checks normally granted to creatures

with a climb speed (to a total +16 bonus).

Offense Racial Traits

The following racial traits augment a race’s fighting prowess.

Standard Traits

Bite (1 RP): Prerequisites: Small or larger size; Benefit:

Members of this race gain a natural bite attack, dealing

damage equivalent to that of a creature two size categories

lower than normal for their size (Bestiary 302; 1d2 for

Small races, 1d3 for Medium, etc.). The bite is a primary

attack, or a secondary attack if the creature is wielding

manufactured weapons. Special: This trait can be taken

up to two times. The second time it is taken, the bite

damage increases by one size category.

Breath Weapon (1 RP): Prerequisites: Aberration,

construct, dragon, humanoid (reptilian), monstrous

humanoid, or outsider (native) with ties to an elemental

plane; Benefit: Choose one of the following energy types:

acid, cold, electricity, or fire. If the creature is an outsider

(native), it must have ties to an elemental plane, and it must

pick an energy that corresponds to the plane it has ties to

(acid [earth], cold [water], electricity [air], or fire [fire]).

Then pick either a 15-foot cone or a 20-foot line. Once per

day, as a standard action, members of this race can make a

supernatural breath weapon attack that deals 1d6 points of

the damage type chosen in the area chosen. All creatures

within the affected area must make a Ref lex saving throw

to avoid taking damage. The save DC against this breath

weapon is 10 + 1/2 the user’s character level + the user’s

Constitution modifier. Those who succeed at the save take

no damage from the attack. Special: You can take this trait

more than once. Each time you do so, the cost of this trait

increases by 1 RP. When do, you can augment the breath

weapon in the following ways (augmentations marked with

an asterisk [*] can be taken more than once).

Extra Breath*: The member of this race can use its

breath weapon an additional time per day.

Increased Area: Increase the cone’s size to 30 feet or the

line to 50 feet.

Increased Damage*: Increase the damage by an

additional d6.

Powerful Breath: The breath weapon deals half damage

on a failed saving throw.

Celestial Crusader (7 RP): Prerequisite: Outsider

(native) with ties to Elysium, Heaven, or Nirvana; Benefit:

Members of this race gain a +1 insight bonus on attack

rolls and to AC against evil outsiders and a +2 racial

bonus to identify evil outsiders or items or effects evil

outsiders create with Knowledge (planes) or Spellcraft;

they may use these skills untrained for this purpose.

Elemental Assault (1 RP): Prerequisite: Dragon type or

outsider (native) with ties to an elemental plane; Benefit:

Pick one of the following energy types that corresponds

to the plane the race has ties to: acid (earth), cold (water),

electricity (air), or fire (fire). Members of this race gain

the following supernatural ability: Once per day as a swift

action, a member of this race can call on the elemental

power lurking in its veins to shroud its arms in the energy

type that corresponds to the elemental plane its race

has ties to. Unarmed strikes with its elbows or hands (or

attacks with weapons held in those hands) deal +1d6 points

of damage of the appropriate energy type. This lasts for 1

round per character level. The creature may end the effects

of its elemental assault early as a free action.

Ferocity (4 RP): Prerequisites: None; Benefit: Members of

this race gain the following extraordinary ability: If the hit

points of a member of this race fall below 0 but it is not yet

dead, it can continue to fight. If it does, it is staggered, and

loses 1 hit point each round. It still dies when its hit points

reach a negative amount equal to its Constitution score.

232

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

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