Racial Ability Ideas


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Weakness Abilities
Standard Abilities
Vulnerable to Dehydration(–1 RP)
Your need two times as much water as normal. You go without water only a number of hours equal to your Constitution score. After this time, you must make a Constitution check each 10 minutes (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

Weakness Abilities
Advanced Abilities
Flammable(-3 RP)
Prerequisites:Elemental Vulnerability(fire)
Whenever you take fire damage, you must make a DC 15 Reflex save to avoid catching on fire.

Movement Abilities
Standard Abilities
Spring Heeled(1 RP)
You treats any Acrobatics skill check made to jump as if you had a running start.

Shadow Lodge

Movement, Advanced.
Quadrupedal dash: 1pt As a swift action members of this race may drop to all fours gaining a 15ft bonus to their base movement speed and a +1 bonus to CMD against trip effects. While using this ability they cannot use their hands to use tools, wield weapons or cast spells with somatic components. Returning to a normal bipedal stance requires a swift action. Special: This ability cannot be taken with the quadruped ability.


Pyromaniac (2 RP): Prerequisites: Outsider (native) with ties to the Elemental Plane of Fire; Members of this race are treated as 1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, and using the revelations of the oracle’s flame mystery. This ability does not give members of this race early access to level–based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—burning hands, produce flame. The caster level for these spell-like abilities is equal to individual’s character level.

Stonesoul (2 RP): Prerequisites: Outsider (native) with ties to the Elemental Plane of Earth; Benefit: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—expeditious excavation, stone call. The caster level for these spell-like abilities is equal to individual’s character level.

Seasinger (2 RP): Prerequisites: Outsider (native) with ties to the Elemental Plane of Water; Benefit: Members of this race are treated as 1 level higher when casting spells with the water descriptor or using powers of the water domain, the bloodline powers of the water elemental bloodline, and revelations of the oracle’s waves mystery. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—touch of the sea, slipstream. The caster level for these spell-like abilities is equal to individual’s character level.

Windcaller (2 RP): Prerequisites: Outsider (native) with ties to the Elemental Plane of Air; Benefit: Members of this race are treated as 1 level higher when casting spells with the air descriptor or using powers of the air domain, the bloodline powers of the air elemental bloodline, and revelations of the oracle’s wind mystery. This ability does not give members of this race early access to level-based powers; it only affects powers that they could already use without this ability. If a member of this race has a Charisma of 11 or higher, it also gains the following spell-like abilities: 1/day—alter winds, gust of wind. The caster level for these spell-like abilities is equal to individual’s character level.

Fast Healing (8 RP): Prerequisites: None; Benefit: Members of this race gain fast healing 1.

Dark Archive

Linked:(3 RP): Prerequisites: Outsider (native) Members of this race gain access to a 1st level domain or bloodline power and can use this power 3 times a day. Members of this race that gain this same domain or bloodline are treated as 1 level higher when casting spells or using powers of the bloodline or domain. This ability does not give members of this race early access to level-based powers from the class other than that first level power; it only affects powers that they could already use without this ability. This ability stacks with other like abilities; (Fiendish Sorcery, Elemental Affinity, or Celestial Sorcery)

Lantern Lodge

Monstrous Racial Abilities
Fast Healing 1 2pts
Fast Healing 2 Req:Fast Healing 1 6pts
Fast Healing 3 Req:Fast Healing 2 10pts
Fast Healing 4 Req:Fast Healing 3 14pts
Fast Healing 5 Req:Fast Healing 4 18pts


I had a similar idea to Azure_Zero.

I made a homebrewed Trollborn race with a trait called Strong as an Ox that allowed for increase lifting/carrying capacity. It does not look like a powerful ability, until you realize you can pull a Nodwick and carry large boulders and such. At the same time, it allowed me to have a medium race known for its incredible strength without worrying about a big Strength bonus directly affecting combat.

Strong As An Ox [2 RP]: Your lifting and carrying capacity is calculated as if you were one size Larger.

Edited


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 was thinking about a powerful build ability like the one the Goliaths recived in the races of stone book. I think it would look similar to this.

Dark Archive

Mundane Sight: (-3 RP): Prerequisites: Darkvision to already be a part of the racial traits, members of this race do not have darkvision but regular vision.

Magical Vise: (-4) Prerequisites: Immune to mind-affecting spells and abilities. Members of this race make fortitude save if targeted by a mind-affecting spell or ability as if the ability or spell affected objects. Rather than taking the effect of the spell or ability members or this race are slowed on a failed save.


Category: Advanced Abilities

Type: Weakness

Flawed (Attribute)(-2 RP): Your race suffers from an additional deficiency in (Attribute). Your race takes a -2 in (Attribute).

Just replace the word attribute with strength, dexterity, constitution, intelligence, wisdom, or charisma.

I was thinking that this would allow for more race customization, but that it should not be able to undo the cost of adding a +2 to an attribute. I felt that 1/2 of the cost of a +2 was fair.

Dark Archive

Mighty Build: (2 RP, possibly 4 RP) When using an inappropriately sized weapon, members of this race do not suffer from a –2 penalty on attack rolls for the first size category of difference between the size of its intended wielder and the size of this race. In the hands of a member of this race, the weapon's Light, One-Handed, and Two-Handed Weapons designation is not altered for the first step of difference between the wielder's size and the size of the creature for which the weapon was designed.

More to come!


Souphin wrote:

Mundane Sight: (-3 RP): Prerequisites: Darkvision to already be a part of the racial traits, members of this race do not have darkvision but regular vision.

Magical Vise: (-4) Prerequisites: Immune to mind-affecting spells and abilities. Members of this race make fortitude save if targeted by a mind-affecting spell or ability as if the ability or spell affected objects. Rather than taking the effect of the spell or ability members or this race are slowed on a failed save.

Magical Vise would have to be +RP, not -RP. I will trade my chance to be dominated (Will save) for a chance to be slowed (Fort save) on any fighter-type. That's not a weakness.

Liberty's Edge

Melissa Litwin wrote:
Souphin wrote:

Mundane Sight: (-3 RP): Prerequisites: Darkvision to already be a part of the racial traits, members of this race do not have darkvision but regular vision.

Magical Vise: (-4) Prerequisites: Immune to mind-affecting spells and abilities. Members of this race make fortitude save if targeted by a mind-affecting spell or ability as if the ability or spell affected objects. Rather than taking the effect of the spell or ability members or this race are slowed on a failed save.

Magical Vise would have to be +RP, not -RP. I will trade my chance to be dominated (Will save) for a chance to be slowed (Fort save) on any fighter-type. That's not a weakness.

It is when that race must normally be immune to those effects to take it.

They're trading immunity for qualified vulnerability.

Silver Crusade

Goblins Eighty-Five wrote:

Mighty Build: (2 RP, possibly 4 RP) When using an inappropriately sized weapon, members of this race do not suffer from a –2 penalty on attack rolls for the first size category of difference between the size of its intended wielder and the size of this race. In the hands of a member of this race, the weapon's Light, One-Handed, and Two-Handed Weapons designation is not altered for the first step of difference between the wielder's size and the size of the creature for which the weapon was designed.

More to come!

Alas, too much potential for abuse. This looks like a Titan Mauler wet dream.


StabbittyDoom wrote:


It is when that race must normally be immune to those effects to take it.
They're trading immunity for qualified vulnerability.

Ah yes. I missed that. Damn my failure of reading comprehension!

Dark Archive

Partial Element: (4 RP) Prerequisites: Elemental Affinity. Members of this race can once per day grant themselves the Elemental Subtype of the same element selected in the Elemental Affinity as in the Bestiary. This effect last one round for every two hit dice, round up.

Elemental Volley: : (1 RP) Prerequisites: Elemental Assault. Members of this race can once per day grant charge energy to make a ranged touch attack in 30ft dealing damage equal and same type as their Elemental Assault damage. This attack action lasts for 1 round per character level. You may end the effects of your Elemental Volley early as a free action.

: Elemental Rupture: : (1 RP) Prerequisites: Elemental Assault. Members of this race that die explode creating a 10ft burst dealing 1d6 of the Elemental Assault element per hit die. A reflex save DC = 1/2 HD + Con modifier halves this damage.

Aberration(2 RP) :Racial Trait
Aberrations breathe, eat, and sleep.
Darkvision 60 feet.


Umbral Reaver wrote:
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.

the races i had in mind had low wisdom. that may need to a requirement.

idea being not only weak to magic but unable to use it.

Silver Crusade

Yamazakana wrote:

Weakness Abilities

Standard Abilities
Vulnerable to Dehydration(–1 RP)
Your need two times as much water as normal. You go without water only a number of hours equal to your Constitution score. After this time, you must make a Constitution check each 10 minutes (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.

Something along these lines would be great to have for amphibious races. I have two homebrew race that actually need this racial ability.

Dark Archive

Maxximilius wrote:
Alas, too much potential for abuse. This looks like a Titan Mauler wet dream.

Don't say that. Don't say "NOPE". Give it a price tag. Tell me, is it any more or less powerful than the large size? I'd say...potentially yes, more powerful. Large comes with many negatives. Bonuses? +1 to CMB, CMD and the ability to wield powerful weapons. Negatives? -1 AC, -4 Stealth, ability to be flanked six times, or more with reach weapons. -2 Dex, +2 Str balances out. If we broke it all down, Maybe it is worth 8, 9 points. I will do the calculations later on, and come back with something better.

Kyras Ausks wrote:
Lack of magic ability

I have something for this, that makes it viable and for non-spellcasters. I have to run, but I will post it later on, I think you'll like it. It is based off of Kenders and people with ADHD. It doesn't stop people from casting, but makes it stupid hard.


Skill and Feat Abilities
Standard Abilities
Camouflage (1 RP)
You may select two terrains from the ranger's favored terrain list. You gain a +4 racial bonus on Stealth
checks while in these areas.You may take this Ability more than once, each time selecting two different terrains from the favored terrain list.

Defense Racial Abilities
Advanced Abilities
Improved Slippery(4 RP)
Prerequisites: Slippery
Your slimy skin grants you a +8 racial bonus on all Escape Artist checks and to your CMD against grapples, and +4 racial bonus to AC. You lose this bonus if you are wearing medium or heavy armor, or if he wears any clothing that covers more than one-quarter of his body.

Defense Racial Abilities
Monstrous Abilities
Greater Slippery(8 RP)
Prerequisites: Improved Slippery
As Your skin is too slimy, you gain continuous freedom of movement. You lose this bonus if you are wearing any armor.


Goblins Eighty-Five wrote:
Maxximilius wrote:
Alas, too much potential for abuse. This looks like a Titan Mauler wet dream.

Don't say that. Don't say "NOPE". Give it a price tag. Tell me, is it any more or less powerful than the large size? I'd say...potentially yes, more powerful. Large comes with many negatives. Bonuses? +1 to CMB, CMD and the ability to wield powerful weapons. Negatives? -1 AC, -4 Stealth, ability to be flanked six times, or more with reach weapons. -2 Dex, +2 Str balances out. If we broke it all down, Maybe it is worth 8, 9 points. I will do the calculations later on, and come back with something better.

Kyras Ausks wrote:
Lack of magic ability
I have something for this, that makes it viable and for non-spellcasters. I have to run, but I will post it later on, I think you'll like it. It is based off of Kenders and people with ADHD. It doesn't stop people from casting, but makes it stupid hard.

there is a bit of irony in there.but i was looking for something to fit my branded races where they simply don't have the ability to cast because they are the product of magic


Yeah Aberration type as well as Dragon and Magical Beast Types, I would sooner allow these than Constructs and Undead.

I also like the Idea of Fast healing especially for a more powerful version of a Dhampir.

Silver Crusade

Have to admit, I was really missing the Aberration type as I read the document.

Water it down to make it player appropriate, sure(I'd say the Construct type needs to be watered down more as well), but we'd like the option at least.

Dark Archive

I notice that the abilities didn't make a difference between Extraordinary, Spell-Like, or Supernatural types of abilities. Is this an issue to anyone?

The reason why I asked is because of the theme.

I can see an outsider race have a spell-like ability to "enlarge person”, effect is that the outsider can naturally cast that spell

Or dragon with the supernatural ability to enlarge himself.

Last would be an Aberration that uses an extraordinary ability that has the effect of "enlarge person" but is not a spell and the body actually expands to become larger... like a blowfish.

Spell-Like = subjected to SR, displel, antimagic and aoo

Supernatural = subjected to antimagic

Extraordinary = subjected to nothing


Standard
Claws I(1 RP): Prerequisites: None; Benefit: Members of this
race receive 2 claw attacks. These are primary natural
attacks. The damage is 1d2 Tiny, 1d3 Small, 1d4 Medium, 1d6 Large .
Advanced
Claws II(1 RP): Prerequisites: Claws I; Benefit: Members of this
race receive 2 claw attacks. These are primary natural
attacks. The damage is 1d3 Tiny, 1d4 Small, 1d6 Medium, 1d8 Large.


add th other tiefling types so we dont have to waste a feat to play an infernal tiefling over the core rules tiefling


I'd like to see Elemental Resistance and Vulnerability be opened up to Monstrous Humanoids instead of just Outsiders. And maybe some way to get an elemental subtype too. Justification? Yeti.

Silver Crusade

Sajuuk, Turtle of Creation wrote:
I'd like to see Elemental Resistance and Vulnerability be opened up to Monstrous Humanoids instead of just Outsiders. And maybe some way to get an elemental subtype too. Justification? Yeti.

Open it up to everyone I say. Various plant races should very well have a vulnerability to fire.

Scarab Sages

Type Trait

Magical Beast (3 RP)
Magical Beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the creature knows at least one language, but can’t necessarily speak). Magical Beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits.

  • Magical beast races have the darkvision 60 ft. racial ability.
  • Magical beast races have the low-light vision racial ability.
  • Magical beasts breathe, eat, and sleep

Weakness ability
Monstrous ability
Mute (-2 RP): Prerequisites: None; Weakness: Members of this race cannot speak any language. Perhaps simply lacking a mouth or being cursed this ability prohibits casting of spells with verbal components and normal communication.


juggermunk wrote:
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 was thinking about a powerful build ability like the one the Goliaths recived in the races of stone book. I think it would look similar to this.

Previously there was an ability exactly like this, I had used it on one of my characters in an OLD campaign, He was an extra-large Human that had the Racial Character trait of the playable half-giant.

And it was labeled “Powerful Build (Ex)”
Written as such:
“The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.”

I personally would love to see this brought back, My GM allowed me to use this trait for my barbarian. It is an exceptional trait for the flavor of my character.
7’2” human Barbarian towering over all others in the entire city, wielding a huge sized greatsword, it was very fun to play.


first, I'm wacko about this, stayed up way too late last night drooling over the initial download.

Wikipedia:
Quadrupedalism is a form of land animal locomotion using four limbs or legs. An animal or machine that usually moves in a quadrupedal manner is known as a quadruped, meaning "four feet" (from the Latin quad for "four" and ped for "foot"). The majority of quadrupeds are vertebrate animals, including mammals such as cattle, dogs and cats, and reptiles, like lizards.

Quadruped (2 RP): Prerequisites: [B] Large size [U/B], normal speed; Benefit: Members of this race possess four legs and [B] two arms [U/B], granting them a +4 racial bonus to CMD against trip attempts and a +10 feet bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). 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.

This description does not allow for a 'four limbed', medium-sized creature like a wolf (The Dragon and the George) and the text is really geared to a centaur-like creature.

Secondarily, I would encourage differing grades of certain entries, allowing Claws of varying grades.

Seems I don't know how the Bold function works...


Dragon78 wrote:
Yeah Aberration type as well as Dragon and Magical Beast Types, I would sooner allow these than Constructs and Undead.

Completely agree. I honestly have no idea what they were thinking.


Could we get a Material Vulnerability such as Silver, Adamantine, or Cold Iron? I imagine this would be -1 RP if anything.

Metal Vulnerability (-1 RP)
Prerequisites: None; Modifiers: Pick a metal type, such as Silver Adamantine or Cold Iron. You can not carry or wear items made of this material. Doing so implies a -1 negative level that can not be removed until. If the item is dropped, the level comes back immediately. They are considered vulnerability to this metal type and damage from this metal also bypasses any DR they might posses.


How would we rate regeneration?


donaldsangry wrote:
How would we rate regeneration?

Well, there's basically three kinds of regeneration:

1. True Regeneration. Fast healing 1, 2, etc, always active, no restrictions.

2. Conditional Regeneration. Such as "only in sunlight" or "only while underwater".

3. Vulnerable Regeneration. Fast healing does not apply to certain sources of damage, like silver, fire, acid, etc.


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The Creation Guide also needs a lot more Drawbacks. Drawbacks are really fun, and they're also the hallmark of player races with slightly more powerful advantages (as in, they balance them out). Here are some examples of drawbacks I can think of:

Impaired Sense: This race has one sense that is inferior to their other senses. -2 racial penalty to Perception with hearing or sight, or -3 with smell (choose one).

Material Vulnerability: Objects made of this material ignore all DR and natural armor, and the damage cannot be regenerated through fast healing or similar abilities. This could include metals such as silver or cold iron, or other materials such as wood or crystal. The race must have at least two of the three abilities above to select this drawback.

Awkward Size: Must be medium-size and a very tall or girthy race. While not Large size, this race is just big enough to have some of the downsides of being Large. They suffer a -1 size penalty on attacks of opportunity, and a -2 size penalty to Stealth.

Inconvenient Anatomy: This race is completely unable to use standard items from at least 2 item slots without either significant modifications or a different item altogether (boots, helms, armor, etc).

Nonbouyant: This race is completely unable to swim. They cannot have ranks in the Swim skill. If submerged in water, they simply sink to the bottom.

Carnivore: This race can only survive on meat. Trail rations must be jerky or similar content. Attempting to eat anything other than meat induces the sickened condition for 1 hour and provides no sustenance.

Solar Dependance: This race requires sunlight to survive. If deprived of direct exposure to the sun for 24 hours, members of this race begin to suffer a -1 penalty to their Str and Con for every 24 hours that passes after that, possibly resulting in their eventual death. One hour of sunlight exposure removes all accumulated penalties.

Night-Blind: This race can only see half as far as a human in dim or low-light conditions. Night-blind races cannot have low-light vision or darkvision.

Unfortunate Resemblance: This race bears a more than passing resemblance to another race that is known to be almost universally malicious, hostile or evil. The attitude of all strangers automatically drops by one step in the presence of this race, until proper identity can be established (if possible).

Frail: This race has a very light bone and body structure. Critical threats with bludgeoning or slashing weapons get a +2 bonus to confirm against members of this race.

Solitary: Members of this race prefer to be alone, and only begrudgingly join a group. They do not gain a flanking bonus (or any other benefits of flanking) when flanking an opponent, and they cannot take Teamwork feats. If a class grants a Teamwork feat, the player instead selects a General feat.

Just a few ideas. :)

Shadow Lodge

LadyWurm wrote:


Nonbouyant: This race is completely unable to swim. They cannot have ranks in the Swim skill. If submerged in water, they simply sink to the bottom.

I like this. Good for elemental races based off earth, or for some constructs, half-constructs.

Silver Crusade

LadyWurm wrote:

Inconvenient Anatomy: This race is completely unable to use standard items from at least 2 item slots without either significant modifications or a different item altogether (boots, helms, armor, etc).

YES.

This puts a lot of creative power back in the GM/player's hands.


Why the large size limitation on being a quatrabed especially if you want a Dragon, Magical beast, Monstrous humaniod, and there was a small sized Fey that was centaur like it was called a Hybsil I think.


LadyWurm wrote:
Unfortunate Resemblance: This race bears a more than passing resemblance to another race that is known to be almost universally malicious, hostile or evil. The attitude of all strangers automatically drops by one step in the presence of this race, until proper identity can be established (if possible).

I like this one and can use it.


Sturdy anatomy:(8RP) the race is not subject to critical hits or flanking.
No blood:(2RP) the race is not subject to poison and bleed.
No brain:(2RP) the race doesn't have a neural center and is not subject do paralysis and stunning.
Telepathy:(3RP) The race can communicate telepathically with creatures with a language.
Truespeech:(3RP) The race can speak with any creature that has a language as if under effect of the tongues spell.
Nonsleeper:(1RP) The race does not need to sleep and may rest doing light activity in order to regain spells or other effects.
Sustenance:(2RP) The race does not need to eat, and for 1 additional RP doesn't even need to drink water. May eat and drink if it wishes.
Nonbreather:(2RP) The race doesn't need to breathe.
Lifeward:(5RP) the race is immune to energy drain and receives a +4 racial bonus vs. death effects.
Tireless:(3RP) the race is immune to fatigue and exhaustion.


Senses Abilities
Advanced
Blindsense 30 ft.(4 RP)

Monstrous
Tremorsense 30 ft.(4 RP)
Blindsight 30 ft.(6 RP)

Offence Abilities
Standard
Constrict(2 RP)
Prerequisites: Serpentine, Tentacle or Prehensile Tail

Advanced
Poison Skin(2 RP)
When a creature strikes you with an unarmed strike or natural weapon, grapples you, or is grappled by you, it exposes itself to your poisonous skin.
Skin—contact; save Fort ; frequency 1/round for 6 rounds; effect 1d2 Wisdom damage; cure 1 save. The save DC is equal to 10 + 1/2 your HD + your Constitution modifier.

Venomous bite(2 RP)
Prerequisites: Bite
Whenever your Bite attack hits, the target is poisoned.
poison—type poison (injury); save Fort negates; frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 1 save. The save DC is equal to 10 + 1/2 your HD + your Constitution modifier.

Deadly Poison(3 RP)
Prerequisites: Venomou Bite, Poison Skin, or Toxic
Your poison deals 1d4 Con damage instead.

Liberty's Edge

Defensive Ability
Spiky Body (2 RP)
Prerequisite: Bite or Claws

You have spiky protrusions covering your back. As a full round action you may drop prone and curl into a ball becoming both prone and flat-footed. Any melee attacker not using a reach weapon takes 1d3 points of damage if you are medium (1d2 if small). This damage can be modified by effects which modify natural weapons.

NOTE: This ability might be overpriced at two points with the prerequisite and the negatives associated with using the ability.


1 person marked this as a favorite.

Blind(-1RP): The race cannot see and is immune to visual based effects. Must buy blindsight or tremorsense.
Smelly(-1RP): the race has a particularly strong odor and is easily detected. Attempts to locate the subject receive a +5 bonus.
Dependency(-2RP): The race depends on some unusual substance to survive. Must consume 1 pound of the substance weekly or receive a cumulative -1 penalty to all physical scores. (Examples: blood, brains, iron)
Unusual body(-1RP): The race has a very distinct anatomy and must wear special sized armor and clothing. This also impose a -5 penalty on disguise checks to impersonate other race.
Selective healing(-2RP): the race must immersed in some unusual substance or environment to heal naturally. This includes regeneration and fast healing.
Dread(-2RP): The race fears some other type of creature. In the presence of creatures of the selected type(chose one from ranger's favored enemy list) the character must make a will save (10+1/2hd of the creature + Cha mod) or be shaken while in it's presence.
Sleep of the dead(-1RP): The race sleeps deeply and cannot make perception checks while sleeping. It is possible to awake such creature using a full round action to awake it.
Vulnerability to spell(-1RP): The creature is composed of some material that is affected by a non damaging spell. This spell automatically passes the creature's spell resistance and causes one of the following effects: 1d6 damage/caster level, Slowed for 1d6 rounds,Cancels DR for 1 round(must posses DR), Can't move for 1 round. This can be taken multiple times, each time a different spell and effect.
Primitive(-1RP): The race is unable to read and write. An individual of that race may only learn to read an write by having 5 ranks in linguistics.


Good Outsiders:

Angel Subtype:(15RP) Requires type outsider.

- Darkvision 60 feet and low-light vision.(1RP)
- Immunity to acid, cold, and petrification.(9RP)
- Resistance to electricity 10 and fire 10.(2RP)
- +4 racial bonus on saves against poison.(1RP)
- Protective Aura(4RP)
- Truespeech:(3RP)

Archon Subtype: (19RP) requires type outsider.

- Darkvision 60 feet and low-light vision. (1RP)
- Aura of Menace(3RP)
- Immunity to electricity and petrification.(5RP)
- +4 racial bonus on saves against poison.(1RP)
- Teleport(at will, self only)(5RP)
- Truespeech (3RP)

Azata Subtype: (11RP) Requires type outsider.
- Darkvision 60 feet and low-light vision. (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and fire 10. (2RP)
- Truespeech (3RP)

Agathion Subtype: (19RP) Requires type outsider.
- Low-light vision (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and sonic 10. (2RP)
- Lay on hands as a paladin whose level equals the
agathion’s Hit Dice. (5RP)
- +4 racial bonus on saving throws against poison. (1RP)
- Speak with Animals (at will) (2RP)
- Truespeech (3RP)


Bwang wrote:


Wikipedia:
Quadrupedalism is a form of land animal locomotion using four limbs or legs. An animal or machine that usually moves in a quadrupedal manner is known as a quadruped, meaning "four feet" (from the Latin quad for "four" and ped for "foot"). The majority of quadrupeds are vertebrate animals, including mammals such as cattle, dogs and cats, and reptiles, like lizards.

I like this, it would allow for me to create an old character, like one I used to have and like from the AD&D monstrous humanoid compendium, the ‘Whemic (SP*)” it was essentially a centaur but with the body of a lion rather than a horse; great fun as a savage style character.

Liberty's Edge

Heladriell wrote:

Good Outsiders:

Angel Subtype:(15RP) Requires type outsider.

- Darkvision 60 feet and low-light vision.(1RP)
- Immunity to acid, cold, and petrification.(9RP)
- Resistance to electricity 10 and fire 10.(2RP)
- +4 racial bonus on saves against poison.(1RP)
- Protective Aura(4RP)
- Truespeech:(3RP)

Archon Subtype: (19RP) requires type outsider.

- Darkvision 60 feet and low-light vision. (1RP)
- Aura of Menace(3RP)
- Immunity to electricity and petrification.(5RP)
- +4 racial bonus on saves against poison.(1RP)
- Teleport(at will, self only)(5RP)
- Truespeech (3RP)

Azata Subtype: (11RP) Requires type outsider.
- Darkvision 60 feet and low-light vision. (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and fire 10. (2RP)
- Truespeech (3RP)

Agathion Subtype: (19RP) Requires type outsider.
- Low-light vision (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and sonic 10. (2RP)
- Lay on hands as a paladin whose level equals the
agathion’s Hit Dice. (5RP)
- +4 racial bonus on saving throws against poison. (1RP)
- Speak with Animals (at will) (2RP)
- Truespeech (3RP)

Good catch! Having a section on subtype templates (with the above being examples) would be a great addition. Listing all of the subtypes would be a bit annoying, but small section on making a subtype, listing how a few of the subtypes stack up and making sure the core subtypes have their abilities in the book would go a long way towards making more complicated custom racial structures.


StabbittyDoom wrote:
Heladriell wrote:

Good Outsiders:

Angel Subtype:(15RP) Requires type outsider.

- Darkvision 60 feet and low-light vision.(1RP)
- Immunity to acid, cold, and petrification.(9RP)
- Resistance to electricity 10 and fire 10.(2RP)
- +4 racial bonus on saves against poison.(1RP)
- Protective Aura(4RP)
- Truespeech:(3RP)

Archon Subtype: (19RP) requires type outsider.

- Darkvision 60 feet and low-light vision. (1RP)
- Aura of Menace(3RP)
- Immunity to electricity and petrification.(5RP)
- +4 racial bonus on saves against poison.(1RP)
- Teleport(at will, self only)(5RP)
- Truespeech (3RP)

Azata Subtype: (11RP) Requires type outsider.
- Darkvision 60 feet and low-light vision. (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and fire 10. (2RP)
- Truespeech (3RP)

Agathion Subtype: (19RP) Requires type outsider.
- Low-light vision (1RP)
- Immunity to electricity and petrification. (5RP)
- Resistance to cold 10 and sonic 10. (2RP)
- Lay on hands as a paladin whose level equals the
agathion’s Hit Dice. (5RP)
- +4 racial bonus on saving throws against poison. (1RP)
- Speak with Animals (at will) (2RP)
- Truespeech (3RP)

Good catch! Having a section on subtype templates (with the above being examples) would be a great addition. Listing all of the subtypes would be a bit annoying, but small section on making a subtype, listing how a few of the subtypes stack up and making sure the core subtypes have their abilities in the book would go a long way towards making more complicated custom racial structures.

I second it.

Liberty's Edge

Nipin wrote:

Defensive Ability

Spiky Body (2 RP)
Prerequisite: Bite or Claws

You have spiky protrusions covering your back. As a full round action you may drop prone and curl into a ball becoming both prone and flat-footed. Any melee attacker not using a reach weapon takes 1d3 points of damage if you are medium (1d2 if small). This damage can be modified by effects which modify natural weapons.

NOTE: This ability might be overpriced at two points with the prerequisite and the negatives associated with using the ability.

I would like to add that any armor the character chooses must be designed for a non standard humanoid race and must pay the higher cost to craft. Some options such as Half-Plate and Full-Plate, really any heavy armor, which would obviously not make sense should also be restricted. Otherwise they lose the use of this ability while wearing the restricted armor types.

This could also have an improved version for those who might want to see more use of the ability by players. (Apologies for the less than creative naming on this one.)

Improved Spiky Body (2 RP)
Prerequisite: Spiky Body

When you use the Full Defense action you may utilize your Spiky Body retributive damage by reducing the Dodge bonus from Full Defense by 2(from 4) and giving up any bonus to AC from wielding a shield.


Greaseball/Slimeball: 2 points.

You can use Grease twice per day. You are considered Greased up, and the DC to drop stuff and move is 10+half level+Con mod. You can always move through Greased and slippery surfaces and don't drop gear in greasy, slippery situations.


LadyWurm wrote:
good stuff

+1

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