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2224171
paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
651163
651163
2224171
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.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012