OUTSIDER (NATIVE) (3 RP)
A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material Plane. A native outsider race has the followings features.
• Native outsiders have the darkvision 60 feet racial trait.
• Native outsiders breathe, eat, and sleep.
Tiny (4 RP): Prerequisites: outsider (native); Benefit: Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can't reach into adjacent squares. They must enter an opponent's square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.
Advanced (4 RP): Prerequisites: Advanced or monstrous power level;Modifiers: Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.
Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
-Improved Natural Armor (1 RP): Prerequisite: Natural armor racial trait; Benefit: Members of this race gain a +1 natural armor bonus.Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.
Spell Resistance, Greater (3 RP): Prerequisites: None; Benefit: Members of this race gain spell resistance equal to 11 + their character level.
Unnatural (2 RP): Prerequisites: None; Benefit: Members of this race unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Members of this race take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +4 dodge bonus to AC against animals. Animals' starting attitude toward members of this race is one step worse than normal.
Cave Dweller (1 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survivalchecks made underground.
Integrated (1 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.
Change Shape, Greater (6 RP): Prerequisite: Aberration, dragon, fey, humanoid, or monstrous humanoid type; Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores. Altered to a dominate style ability, and must have a subject to possess
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.
-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 nonmagicalspider climb spell, save that members of this race cannot cling to smooth surfaces. This trait doubles the normal +8 racial bonus onClimb checks normally granted to creatures with a climb speed (to a total +16 bonus).
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.
Natural Attack (1 RP): Prerequisites: None; Benefit: Pick one of the following natural attacks: gore, hoof (if the race has hooves), slam, talons, or wings (if the race has flight). Members of this race receive one natural attack of the chosen type. Gore, slam, and talons are primary natural attacks, while hoof and wings are secondary natural attacks. The damage is based on the creature's size . Special: This trait can be taken multiple times. Each time, pick a different natural attack.
Light and Dark (1 RP): Prerequisites: None; Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.
Quadruped (2 RP): Prerequisites: Any type except humanoid, Large size, normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.
(+1Rp)