Racial Ability Ideas


Advanced Race Guide Playtest

1 to 50 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Paizo Employee Director of Game Design

Hi there folks,

This thread is for you to propose new Racial Abilities that could get added to the document. Please be sure to list a point cost and the appropriate category.

Lets keep critique and discussion out of this thread so as to not obscure the ability posts (start another thread for that).

We look forward to seeing what you come up with.

Jason Bulmahn
Lead Designer
Paizo Publishing


Magical Racial Abilities
Standard Abilities

Greater Outsider Resistance (2 RP):
Prerequisites:Celestial Resistance or Fiendish Resistance
Benefit:
Your Resistances from Celestial Resistance or Fiendish Resistance increase from 5 to 10.


Size Mod(? not really sure)

"You possess a truly impressive stature for a medium creature."

Jotun (4 RP):
Prerequisites: Medium size;
Benefit:
You gain a +2 on ALL CMB, and CMD checks, you carring capacity is 2.0x greater than for a medium creature, your land speed is 35ft.
You gain a +1 to intimidate checks, but take a -1 to stealth checks and a -3 on disguise checks.

If you wish to determine you character's height and weight randomly, your base height is 6'4"(male) or 6'0"(female) and your base weight is 210lb (male), or 170lb (female). Another method is that you determine the character randomly as if they were a humanoid race and then take the height result and times it by 1.25 and take the weight result and times it by 2.

Liberty's Edge

Monochrome Vision (-1 RP, Senses)
Prerequisites: None
Benefit: The creature can only see in black and white, applying a -2 penalty to perception checks.

EDIT: Updated to add RP costs since I'm apparently daft and didn't realize a document to go by had been released, even though I was posting in its forum. /facepalm
Also removed prehensile tail, since it's in the doc already.


Greater Spell-Like ability (Variable, see text)
Prerequisites: Spell-Like Ability X3;
Benefit: Choose a 6th-level or lower spell. Members of this race can use this spell as a spell-like ability 3/day. The caster level of the spell is equal to the character level of the user. Special: This ability costs as many RP as twice the level of the spell chosen (except for 0-level spells, which cost 1 RP). This ability can be taken up to three times. Each time it is taken, the race gains another spell.

Special: if the spell has a fixed range, such as prayer, or a range personal you can make the spell-like ability contant by paying three times its level in RP.

Humbly,
Yawar


@StabbittyDoom
You forgot the RP point cost in the ideas


1 person marked this as a favorite.

Point cost for the Dragon and Magical Beast types incase we want to make playable dragons, half-dragons, dragonbourne, medium size Griffons, Sphinxes, Magical Ponies, etc.


1 person marked this as a favorite.
Jason Bulmahn wrote:

Hi there folks,

This thread is for you to propose new Racial Abilities...

Jason Bulmahn
Lead Designer
Paizo Publishing

More than more abilities, I would re-phrase some of the current abilities to be more encompassing. For example, all the "genasi" elemental powers shouldn't be only for sorcerers and clerics. Compare that to the pyromaniac. I think re-wording it to something like "any spell, spell-like or supernatural ability that either has the fire descriptor or deals fire damage gets a +1 level bonus". That way it would include things like the Elemental Fist feat and any other ability like that.


Dragon78 wrote:
Point cost for the Dragon and Magical Beast types in case we want to make playable dragons, half-dragons, dragonbourne, medium size ...

I second that

Liberty's Edge

Azure_Zero wrote:

@StabbittyDoom

You forgot the RP point cost in the ideas

Updated. I guess I missed that I was posting in a new playtest forum *gives self the look of disapproval*.

Shadow Lodge

4 people marked this as a favorite.

Extra Arms (4 RP):
Prerequisites: None;
Benefit: Members of this race have 2 more arms and 2 more off hands.
This may be taken more than once and it's effects stack.

This allows one to make a staple of fantasy the multi armed creature.


Defense Racial Abilities
Standard Abilities

Specific Outsider Resistance (2 RP):
Prerequisites:Celestial Resistance or Fiendish Resistance
Benefit:
Choose ONE resistance from Celestial Resistance or Fiendish Resistance that you have and increase it from 5 to 15.

Grand Lodge

1 person marked this as a favorite.
Azure_Zero wrote:

Size Mod(? not really sure)

"You possess a truly impressive stature for a medium creature."

Jotun (4 RP):
Prerequisites: Medium size;
Benefit:
You gain a +2 on ALL CMB, and CMD checks, you carring capacity is 2.0x greater than for a medium creature, your land speed is 35ft.
You gain a +1 to intimidate checks, but take a -1 to stealth checks and a -3 on disguise checks.

If you wish to determine you character's height and weight randomly, your base height is 6'4"(male) or 6'0"(female) and your base weight is 210lb (male), or 170lb (female). Another method is that you determine the character randomly as if they were a humanoid race and then take the height result and times it by 1.25 and take the weight result and times it by 2.

I like this one, but I would suggest that it be changed to +1 on all CMB, CMD checks. Then it would be as if you were Large. +2 would indicate that you were as if Huge.

Maybe -2 to Stealth checks (half of the penalty for Large)


Defense Racial Abilities (another one)
Standard Abilities

Specific Outsider Resistance (2 RP):
Prerequisites:Celestial Resistance or Fiendish Resistance
Benefit:
Choose ONE resistance from Celestial Resistance or Fiendish Resistance that you have and increase it from 5 to 15.


Aeshuura wrote:

I like this one, but I would suggest that it be changed to +1 on all CMB, CMD checks. Then it would be as if you were Large. +2 would indicate that you were as if Huge.

Maybe -2 to Stealth checks (half of the penalty for Large)

I did the math on it, your not getting a Strength bonus for large (most get a +8STR or more for large), so this +2 on CMD and CMB makes up for it a bit.

The -1 stealth again was done by math.
Middle of medium is 6ft, middle of large is 12ft, boundary is 8ft (at -2), but you are below 8ft, but greater than 6ft(+0), so middle of the two is -1 penalty.

Grand Lodge

Azure_Zero wrote:


I did the math on it, your not getting a Strength bonus for large (most get a +8STR or more for large), so this +2 on CMD and CMB makes up for it a bit.
The -1 stealth again was done by math.
Middle of medium is 6ft, middle of large is 12ft, boundary is 8ft (at -2), but you are below 8ft, but greater than 6ft(+0), so middle of the two is -1 penalty.

Oh, okay... I was just thinking that it was a consistent size bonus. Interesting to look at it from another perspective. Hmmm....


How about immunities that are not energy or based on existing races, such as immunity to lyconthropy, sleep, charm, poison, disease, petrification, paraysis, etc. How much would such immunities cost each?

It would be nice to play a humaniod race that is immune to lyconthropy, maybe there is some lyconthropic blood in there species or they were breed to hunt such creatures.

A lesser DR option for 2/cold iron(RC2) for Fey

some DR for magic, silver, good, adamantine, etc. would be cool.


There are rules for just about all forms of movement except burrow. I have no idea on ideas for what it should cost.


Types:

More Types probably? Will add a lot to the flavour (even if they are nearly similar)
.
.
Movement:

-Burrow
-Speeds > 30ft
.
.
Resistances:

-Probably more than the few DRs presented here? Not direly needed though.
-More Resistances to Schools (or even types of spells) like Enchantment; Compulsion etc pp.

I am sure I will come up with a lot more later (as soon as I didn't only spend 10 Minutes over the PDF, heh)

Lantern Lodge

1 person marked this as a favorite.

Continuous Nondetection - a race that is immune to divination magic

Insubstantial

Aquatic - can breath ONLY water; vice being amphibious


I would say all of the alternate Racial abilities from the Advanced Player's Guide can be added with point costs equal to the abilities they were designed to replace.

Silver Crusade

Weakness Abilities
Standard Abilities

Miraculous Machinery (-4 RP)
Prerequisite: Construct or Half-construct racial trait

Weakness: The creature's body came to life by mistake, against all odds, or through greater influence. Even if it is a construct, it's structure is exceptionally fragile, either by delicacy or crudeness. The creature cannot be healed by magic, and must "sleep" or suffer fatigue as normal for an humanoid. Additionally, if any, it gets half the normal hit points from it's size ; or suffers a -2 penalty to it's Constitution value. A creature with this weakness must choose the Elemental Vulnerability weakness even if it doesn't meet the prerequisites.

--------

Other Abilities
Standard Abilities

Sun Powered (1 RP)
Prerequisite: Fey, Plant, Construct or Half-construct racial trait

Benefit: The creature gains a number of temporary hit points equal to it's Hit Dice when exposed to sunlight. If lost, these points recover at the rate of 1 HP/round, +1 for each 5 Hit Dice it possesses (+1 for 1HD, +2 for 5HD, +3 for 10HD...). These bonuses are divided by two at night, kept as normal during full moon and suppressed in moonless nights.


Defense Racial Abilities
Standard Abilities

Restricted Change Shape (2 RP, can vary; read):
Prerequisites: Fey, humanoid, outsider, or monstrous humanoid type;
Benefit: Members of this race gain the following supernatural ability: You can assume the appearance of a Small or Medium humanoid as the alter self spell. But the race is restricted to ONE type of humanoid for that race (or the choice is made at creation, but at 3RP) and once made can not be undone.


YawarFiesta wrote:

Greater Spell-Like ability (Variable, see text)

Prerequisites: Spell-Like Ability X3;
Benefit: Choose a 6th-level or lower spell. Members of this race can use this spell as a spell-like ability 3/day. The caster level of the spell is equal to the character level of the user. Special: This ability costs as many RP as twice the level of the spell chosen (except for 0-level spells, which cost 1 RP). This ability can be taken up to three times. Each time it is taken, the race gains another spell.

Special: if the spell has a fixed range, such as prayer, or a range personal you can make the spell-like ability contant by paying three times its level in RP.

Humbly,
Yawar

There could be another Racial Ability to use spell-like abilities at will.


Maxximilius wrote:


Other Abilities
Standard Abilities

Sun Powered (1 RP)
Prerequisite: Fey, Plant, Construct or Half-construct racial trait

Benefit: The creature gains a number of temporary hit points equal to it's Hit Dice when exposed to sunlight. If lost, these points recover at the rate of 1 HP/round, +1 for each 5 Hit Dice it possesses (+1 for 1HD, +2 for 5HD, +3 for 10HD...). These bonuses are divided by two at night, kept as normal during full moon and suppressed in moonless nights.

I like the idea, but perhaps a little too powerful? How about

Life from the sun (2 RP)
Prerequisite: Fey or Plant
Benefit: Once per day, you may spend an hour in bright sunlight,with no more than light clothing. At the end of the hour, you recieve temporary HP equal to 1d10+ your character level. These last for 4 hours, plus an additional 4 per hour spent in bright sunlight. (Maximum 24 hours)
Special: For an additional 2 points, you may use this ability 3 times per day, and the initial duration is 8 hours.

Maybe a "Life from the Night" for moon-themed races?

edit: sorry, balanced it against False Life and forgot it was a 2nd level spell, not 1st...

Silver Crusade

default wrote:


I like the idea, but perhaps a little too powerful? How about

Life from the sun (2 RP)
Prerequisite: Fey or Plant
Benefit: Once per day, you may spend an hour in bright sunlight,with no more than light clothing. At the end of the hour, you recieve temporary HP equal to 1d10+ your character level. These last for 4 hours, plus an additional 4 per hour spent in bright sunlight. (Maximum 24 hours)
Special: For an additional 2 points, you may use this ability 3 times per day, and the initial duration is 8 hours.

Maybe a "Life from the Night" for moon-themed races?

edit: sorry, balanced it against False Life and forgot it was a 2nd level spell, not 1st...

Opening a new thread to discuss about this so as not to derail.


the xiao wrote:
More than more abilities, I would re-phrase some of the current abilities to be more encompassing. For example, all the "genasi" elemental powers shouldn't be only for sorcerers and clerics. Compare that to the pyromaniac. I think re-wording it to something like "any spell, spell-like or supernatural ability that either has the fire descriptor or deals fire damage gets a +1 level bonus". That way it would include things like the Elemental Fist feat and any other ability like that.

I, too, would like those abilities a lot more if they were useful for more than just ... 2 of the classes.


dartnet wrote:

Extra Arms (4 RP):

Prerequisites: None;
Benefit: Members of this race have 2 more arms and 2 more off hands.
This may be taken more than once and it's effects stack.

This allows one to make a staple of fantasy the multi armed creature.

This was the first option I went looking for and I was very disappointed to find it missing. Not only does it really need to be added, but the Multi-weapon Fighting tree needs to be officially expanded to have equivalents of all of the TWF feats (have fun keeping all of your weapons enchanted enough to be relevant though).

Dark Archive

Anetra wrote:
the xiao wrote:
More than more abilities, I would re-phrase some of the current abilities to be more encompassing. For example, all the "genasi" elemental powers shouldn't be only for sorcerers and clerics. Compare that to the pyromaniac. I think re-wording it to something like "any spell, spell-like or supernatural ability that either has the fire descriptor or deals fire damage gets a +1 level bonus". That way it would include things like the Elemental Fist feat and any other ability like that.
I, too, would like those abilities a lot more if they were useful for more than just ... 2 of the classes.

Thirded. Such things should also work for Flame Oracles and Fire Specialist Wizards, at the minimum, if not also elemental fist monks or elemental rage barbarians, etc.

Sovereign Court

Something that I noticed was missing from this whole list when I tried to make the Tibbit. My suggestion....

Magical Racial Ability

Standard Abilities
Beast Shape I (4 RP):
Prerequisites: Fey, humanoid, or monstrous humanoid type;
Benefit: Members of this race gain the following supernatural ability: You can assume the appearance of one Small or Medium animal (which cannot be changed) as the spell Beast Shape I.

Advanced Abilities
Beast Shape II (6 RP):
Prerequisites: Fey, humanoid, or monstrous humanoid type;
Benefit: Members of this race gain the following supernatural ability: You can assume the appearance of one Tiny, Small, Medium or Large animal (which cannot be changed) as the spell Beast Shape II.

RPG Superstar 2013 Top 8

Undersized Weapons (-3 RP)
Prerequisites Size Large
Benefits You wield weapons as if you were a Medium sized creature.

Not sure about the RP cost, but it's needed for things like centaurs and driders.


Demiurge 1138 wrote:

Undersized Weapons (-3 RP)

Prerequisites Size Large
Benefits You wield weapons as if you were a Medium sized creature.

Not sure about the RP cost, but it's needed for things like centaurs and driders.

Check out the Quadruped trait under Other abilities.

Scarab Sages

Reposted from another thread:

Magic School Resistance (1RP): +2 saves vs chosen School
Descriptor Resistance (1RP): +2 saves vs chosen Descriptor (Fire, Cold, Fear, Mind-Effecting, etc.)
Condition Resistance (1RP): +2 saves and DCs vs chosen Condition (Staggered, Shaken, Sickened, Dazzled, etc.)

Dark Archive

1 person marked this as a favorite.

xevious573 created, much better than I could, a Dragon type, which I feel is really needed for those of us who like to play dragons.
Link is here

I'd also like to suggest a +1 racial bonus to a saving throw. Probably worth 2 RP, possibly 3.


1 person marked this as a favorite.

Breath Weapon (4 RP)
Gain a 30' cone/60' line breath weapon usable 1/day that deals 1d6 energy damage (chosen at character creation) per 2 hit dice possessed (Minimum 1). Save DC = 10 + 1/2 hit dice + Con modifier. Additional uses per day can be bought at 2 RP per use.

Smite (2 RP)
As paladin's Smite Evil, but 1/day, lasts for only one attack, adds total hit dice to damage, and alignment smitten is chosen at character creation.

Also, a version of Claws that can be used by standard races.

Silver Crusade

2 people marked this as a favorite.

Just winging it on solid mechanics, pressed for time, but as far as aesthetics I'd really like to see supported:

Serpentine (2 RP)

Members of this race possess no legs. In their place is the body and tail of a serpent. You cannot be tripped. You use armor and weapons of one size category smaller than your actual size.

Allows for the creation of races similar in shape to lamia matriarchs or greater medusas. A reskinned version could also allow for merfolk-shaped people.

This feature may allow for a constrict attack, but I'm not sure how best to calculate that off hand. May also cut down on speed? Bonus on Climb checks?

No Arms (-4 RP)

You lack arms, seriously hampering your ability to use traditionally held equipment and the ability to cast spells with somatic elements.

Combined with Serpentine, allows for the creation of naga-like races. Combined with alternate limbs, allows for unconventional and more alien feeling races.

Tentacles (2 RP)

A number of tentacles grow from your body(the exact number depending on player/GM aesthetics). Individually they may be too weak to function as well as normal limbs, but together they can work as well as two natural humanoid arms. Tentacles cannot be equipped with rings, but a creature cannot recieve benefits from more than two rings no matter where they are held. Grants a bonus on grapple checks?

Combined with No Arms, allows for some of those alien-looking races mentioned above and helps make aberration-themed races feel more aberrationy.

Winged (5 RP)

This race has wings. They are capable of gliding at low HD, but gradually become capable of true flight as they grow stronger.

Allows for Strix, Harpies, and various other winged races.

May also come with a Hollow Bones drawback?

Extra Arms

I know this is always going to be a problematic one, but maybe it could work like Tentacles. The expected arm pair is split into two and have to work together to function at normal capacity. Or perhaps the secondary pair operates at half STR or with a STR penalty. A creature with this would not receive any benefits from a larger number of worn rings or bracers though.

Luminescent

A member of this race glows either from an inner light or some other form of bioluminesence. You give off enough light to provide low-light for 30 feet. You also take a severe penalty to Stealth checks unless your body can be completely covered.


Draconic Creature Subtype (or just Dragon Type). Would include things like darkvision and immunity to sleep and paralysis.

Breath Weapon

Disease Resistance/Immunity (you have poison in there for both, so it seems fitting)

Replace "Elemental Resistance" with "Energy Resistance", and remove the outsider requirement. This ability doesn't need to be race-limited.

Replace "Illusion Resistance" with "School Resistance", and you can pick which school of magic the +2 applies to.

In general, I see too much regurgitation of existing racial packages. These abilities really need to be broken down more, so that everything can be bought individually, with as few race-type requirements as possible. As in the two latter examples above, it's a good idea to make race abilities more generalized so that they can be easily customized.

Also, while I do like having power limits to go by (standard 10, advanced 20, monstrous 30, etc), as in "10 points for a PHB-balanced race", I don't like having racial ability choices restricted by which category they are. Racial abilities should just be racial abilities. The point cost of more powerful abilities should be the only thing that prohibits a standard race from taking them (so for example, you could have a standard race with a breath weapon, but they would probably have little else and even have to take some negative abilities to afford it). The system of purely point-based restrictions on abilities is a widely-used gaming mechanic (GURPS, for example), and it works well.

In other words, every 10-point race should be a standard PC-balanced race, regardless of abilities.


3 people marked this as a favorite.

Some of the Eidolon Evolutions could also work for the race books.

Silver Crusade

Realmwalker wrote:

Some of the Eidolon Evolutions could also work for the race books.

A lot of those could go a long way towards building certain visuals outside the bipedal-humanoid(one head, two arms, two legs) norm.


Also a trick can be used from Chris Field's Fursona book, have some costs set for some of the archetypes but a slightly higer cost for everyone else.


Realmwalker wrote:
Also a trick can be used from Chris Field's Fursona book, have some costs set for some of the archetypes but a slightly higer cost for everyone else.

Point costs should be universal. Again, the point is not to restrict race building by preexisting race types. This book should be about innovation, not repetition, and there should generally be no restrictions except pure mechanical balance.


Coldbloodedness. For realistic reptilian races.

Scarab Sages

1 person marked this as a favorite.

Weakness Abilities
Standard Abilities

Night Blind (-2 RP): Prerequisite: a type trait that grants darkvision (construct, monsterous humanoid, outsider (native), or undead); Weakness: Unlike normal creatures of your type you lack darkvision.

I came upon this need when I was tooling around trying to create a bariaur race.


Matthew Trent wrote:
Night Blind (-2 RP): Prerequisite: a type trait that grants darkvision (construct, monsterous humanoid, outsider (native), or undead); Weakness: Unlike normal creatures of your type you lack darkvision.

Drawbacks that let you modify the creature type packages...I like that idea. :)

Dark Archive

1 person marked this as a favorite.

Halted Speed: (-1RP) 25 foot speed

Light Sleeper: (1 RP) Gain the benefits of an 8 hour rest in only 4 hours. Must still rest full 8 hours to regain spells.

Polygot: (3 RP) Members of this race start with Common plus one more language of their choice. Furthermore, members of this race with high Intelligence scores can choose any language (except Druidic and other secret languages) as their bonus languages.

Glide: (2 RP) Members of this race move 10 feet horizontally for every 5 feet they fall. They cannot take damage from a fall.

Never Thirsty: (1 RP) Members of this race can never suffer from thirst.

Never Hungry: (1 RP) Members of this race can never suffer from starvation.

Iron Gut: (1 RP) +2 vs ingested poisons, and becoming nauseated or sickened.

Combat Trained: (2 RP) Choose a Combat maneuver. Members of this race receive a +4 racial bonus to their Combat Maneuver Defense when resisting this combat maneuver.

Moon Hide: (4 RP) Members of this race receive DR 5/Silver

Resilient: (2 RP) Members of this race receive Toughness as a bonus feat.
or
Resilient: (3 RP) Members of this race receive one extra hit point at each level.

Thick Skinned: (4 RP) Members of this race receive DR 2/-
or
Thick Skinned: (2 RP) Members of this race receive DR 1/-

These are just what I came up with just now. Give me some time, I'll have more.


Defense Racial Abilities
Standard Abilities
Slippery(2 RP)
Your skin seeps slippery slime. This grants you a +4 bonus on all Escape Artist checks and to your CMD against grapples,

Movement Abilities
Advanced Abilities
Compression(2 RP)
You can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.


Goblins Eighty-Five wrote:


Glide: (2 RP) Members of this race move 10 feet horizontally for every 5 feet they fall. They cannot take damage from a fall.

Great ability though i'd edit it somewhat.

As to only take damage normally when not able to glide 10 feet horizontal.
eg. when falling in a 5' wide well.


I might as well add one trait I gave my upgraded kobolds to the list:

Tunnel Runner: (1 RP) Members of this race take no penalties while squeezing and may move normally.


Lack of magic ability -3 RP
Unable to cast spells effective by arcane spell failer


Kyras Ausks wrote:

Lack of magic ability -3 RP

Unable to cast spells effective by arcane spell failer

So, 3 free RP with no penalty if you play anything but an arcane caster? This is not a weakness.

1 to 50 of 206 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Archive / Pathfinder / Playtests & Prerelease Discussions / Advanced Race Guide Playtest / Racial Ability Ideas All Messageboards