Racial Ability Ideas


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Ability Score Modifiers Trait
Focused (0 RP)
+2 to one stats of choice but restricted between one specific mental and physical ability scores. Example: A draconic race can chose between a +2 bonus to Strength or Charisma, not others and not both.


Extra Hero Points (2 RP)
The race starts play with an extra hero point. Only available in campaigns using hero points.


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Alien mind(3RP): the race has completely different mind, being immune to mind-affecting effects.

Protected soul (4RP): The race has a particularly strong or guarded soul, becoming immune to energy drain and ability damage and drain to mental scores.

Inexhaustible body (4RP): The race has a particularly strong or unusual metabolism, powered by magic or other source. The race is immune to fatigue, exhaustion and damage and drain to physical ability scores.

Perfect control: (3RP): the race has an unusual control over its body functions and is immune to paralysis, sleep and stunning.

Unnatural source: (2RP): The race draws nourishment from some mystical source, not requiring food or water.

Unusual metabolism: (2RP): The race has a different metabolism and is immune to poisons and diseases.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Heladriell wrote:

Alien mind(3RP): the race has completely different mind, being immune to mind-affecting effects.

Protected soul (4RP): The race has a particularly strong or guarded soul, becoming immune to energy drain and ability damage and drain to mental scores.

Inexhaustible body (4RP): The race has a particularly strong or unusual metabolism, powered by magic or other source. The race is immune to fatigue, exhaustion and damage and drain to physical ability scores.

Perfect control: (3RP): the race has an unusual control over its body functions and is immune to paralysis, sleep and stunning.

Unnatural source: (2RP): The race draws nourishment from some mystical source, not requiring food or water.

Unusual metabolism: (2RP): The race has a different metabolism and is immune to poisons and diseases.

Several of these are VERY powerful, and I'd either limit them or increase the cost, or both. In particular, being immune to mind affecting effects would be worth 6-8 points at least.

Inexhaustible body is pretty abuseable for barbarians, effectively giving them tireless rage at 1st level. I'd add a restriction that it doesn't provide immunity to fatigue after raging.


JoelF847 wrote:
Heladriell wrote:

Alien mind(3RP): the race has completely different mind, being immune to mind-affecting effects.

Protected soul (4RP): The race has a particularly strong or guarded soul, becoming immune to energy drain and ability damage and drain to mental scores.

Inexhaustible body (4RP): The race has a particularly strong or unusual metabolism, powered by magic or other source. The race is immune to fatigue, exhaustion and damage and drain to physical ability scores.

Perfect control: (3RP): the race has an unusual control over its body functions and is immune to paralysis, sleep and stunning.

Unnatural source: (2RP): The race draws nourishment from some mystical source, not requiring food or water.

Unusual metabolism: (2RP): The race has a different metabolism and is immune to poisons and diseases.

Several of these are VERY powerful, and I'd either limit them or increase the cost, or both. In particular, being immune to mind affecting effects would be worth 6-8 points at least.

Inexhaustible body is pretty abuseable for barbarians, effectively giving them tireless rage at 1st level. I'd add a restriction that it doesn't provide immunity to fatigue after raging.

I agree with JoelF847 on this.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

slayer_of_gellcor wrote:

Primitive; -2 RP: (Prerequisite: None) This race utilizes archaic weapons and technology. You are only proficient with Stone Age weapons and armor. You start at 1st level with 4d4x10 gp worth of gear regardless of class.

-This idea needs some work, but you get the gist.

Hmm, two concerns.

1) Is it really a penalty? You go to town and drop your flint axe for a nice shiny steel one.

2) I don't like the precident of a race subtracting from class features. (what if I want to play a neanderthal alchemist aka the Big Guy from Sanctuary?) I mean it made some sense in SW d6, that Ewok is not going to be familiar with a blaster pistol, even if he had a sling before, but I don't think it works with the smaller 'technological jump' in Pathfinder.


JoelF847 wrote:

Several of these are VERY powerful, and I'd either limit them or increase the cost, or both. In particular, being immune to mind affecting effects would be worth 6-8 points at least.

Indeed, but some of these are already available as parts of plant, construct and undead types. For those 8 points you suggest, one can buy the whole plant type(immune to mind-affecting, paralysis, poison, stunning, sleep and polymorph).

IMO, those do not add a lot of power to a character, just make it impressive in some small aspect.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Heladriell wrote:
JoelF847 wrote:

Several of these are VERY powerful, and I'd either limit them or increase the cost, or both. In particular, being immune to mind affecting effects would be worth 6-8 points at least.

Indeed, but some of these are already available as parts of plant, construct and undead types. For those 8 points you suggest, one can buy the whole plant type(immune to mind-affecting, paralysis, poison, stunning, sleep and polymorph).

IMO, those do not add a lot of power to a character, just make it impressive in some small aspect.

Now that you mention it, plant is under priced if it's immune to mind affecting effects then.

Also, these might be better balanced as monstrous abilities. When you didn't indicate Standard, Advanced, or Monstrous, I assumed Standard, and I do think they're unbalanced as is for standard.


JoelF847 wrote:

Now that you mention it, plant is under priced if it's immune to mind affecting effects then.

Also, these might be better balanced as monstrous abilities. When you didn't indicate Standard, Advanced, or Monstrous, I assumed Standard, and I do think they're unbalanced as is for standard.

The plant type has its own vulnerabilities, there are several spells that affect plants, imo its balanced. Indeed pure immunity to mind-affecting effects should be advanced as it brings no drawbacks.


Animal friend(1RP): If not attacked or threatened animals always start with at least neutral reaction towards the race.

Great crafter(1RP): Select one kind of craft. The race takes only 25% of the time to produce items of that type.

Ink cloud (2RP): once per hour the race can produce a dark mist, covering a 15' cube, that provides concealment. The cloud persists for 1 minute or until strong winds or currents(if aquatic) hits it.

Planar attuning (1RP): The race suffers no negative effects from the environment of the selected plane.

Touch of the dead(1RP): Mindless undead regard the race as one of their own.

Acute hearing (1RP): The race can hear twice as far as a human. Halve the penalties from distance on hearing related perception checks.

Element healing (2RP)(must be immune to the element): The race is healed by attacks that would cause damage with the selected element. For every 3 points of damage the race heals one hit point.

Animal affinity(1RP): Select an animal type (like rodents or equines) the race is always able to communicate with those animals (as if affected by speak with animals).

Erudite (1RP): The race values knowledge and has access to great libraries. Chose one knowledge, you gain a +1 racial bonus on that. Also, every knowledge is a class skill.

Woodworks (1RP):Members of this race receive a +2 bonus on Perception checks to potentially notice unusual woodwork, such as traps and hidden
doors located in wood walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not
they are actively looking.

Rich (1RP): The race always start with extra 1000gp in equipment. Also diplomacy and appraise are always class skills.

Ambidexterity (2RP): the race has no off-hand and may wield medium weapons in both hands with no extra penalty.

Danger sense (2RP): the race receives a +2 racial bonus on initiative check in surprise rounds and to touch ac while flatfooted.

Lucky (4RP): The race is unnaturally lucky and may rerroll a save or a skill check once per day.

Quick recovery(2RP): The race is though, and may attempt to remove an ongoing effect that it has failed a fortitude save one round later.

Alternate form (4RP): The race has an alternate animal shape. This works as Beast shape I spell, but only one animal form can be selected.

Used to magic (2RP): The race lives in a magical homeland where spells and secrets are common. The race is able to disable magical traps as a rogue, and may detect secret doors by merely passing within 10 feet of it as if actively looking.

Liberty's Edge

Heladriell wrote:
Ambidexterity (2RP): the race has no off-hand and may wield medium weapons in both hands with no extra penalty.

Are you referring specifically to the difference between dual-wielding light weapons and dual-wielding one-handed weapons? If so, you'll want to change the wording to be more explicit (i.e. "Treats one-handed weapons as light for the purposes of two-weapon fighting penalties.").

If not, well, this might be okay for a home game, but by RAW the only time "off" handedness exists is when two-weapon fighting. The only reason the terms "main hand" and "off hand" still exist (instead of "main weapon" and "secondary weapon") is for backwards compatibility with 3.5e, which itself kept that wording because 3e had it, which was the most recent edition to have actual handedness (i.e. "right handed" and "left handed"). If someone uses a sword one-handed and swaps what hand they use, they do not take any penalties for doing so (not even damage penalties) in the current rule-set.

If you want an ambidexterity racial trait, you'd want something like the Double Slice feat or the ability to treat one-handed weapons as light for the purposes of two-weapon fighting.


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).

Any thoughts on cost in RP?

RPG Superstar 2012 Top 32

Aquatic Tentacles (4 RP): You have 8 tentacles in place of your legs. They grant you a swim speed of 40 feet. You also gain a +8 racial bonus on Swim checks, and can always choose to take 10 on Swim checks. Your land speed in reduced by 10 feet (to a minimum of 5 feet).


Umbral Reaver wrote:
Yamazakana wrote:

Lure for Natural Enemy(-1 RP)

Select one type from the ranger's favored enemy list. For longtime antagonistic relationship, your give an impulse to natural enemy's hostility or predatory instinct. Such creature within 30 feet of you must make Will save (DC 10+ your HD + your Charisma mod.), or it urge to attack to you first.
As a racial trait, that's a bonus, not a penalty. A player with that to play with could easily manipulate it into being a benefit.

Yes, that's right. I re-categorize it.

Other - Advanced
Lure for Natural Enemy(2 RP)

Skill and Feat - Standard
Xenophobia(0 RP)
Members of your race aren't willing to get along with other races.
You have -2 penalty on all Diplomacy and Bluff check against other races, and +2 bonus on all Intimidate and Sense Motive check against them.

Skill and Feat - Standard
Meek(0 RP)
Your Aid Another action grants +3 bonus. And all intimidate check against you gain +2 bonus.

Liberty's Edge

With all the talk of creatures with extra arms and snake-bodies for legs the idea of more /fewer items slots came to mind.

By default, extra arms should not confer extra wrist/hand slots (the magic cancels itself out?) but that could be something added overtop:
Extra Item Slot (RP 4? 5?): you have extra limbs or your body is able to use more items than normal. You have one additional item slot. This can be taken multiple times, each time adding a different item slot. Multiple identical items do not stack.
Fewer Item Slots (RP -4?): You have one fewer item slot than normal.

I'm not particularly confident with the pricing; it's a hard one to guage the power level.


Aeshuura 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 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'd also maybe add the ability to use large weapons...I think Goliaths in 3.5 (Races of Stone) had a similar thing on them.


LeleyX wrote:
Aeshuura 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 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'd also maybe add the ability to use large weapons...I think Goliaths in 3.5 (Races of Stone) had a similar thing on them.

Goliaths had powerful build,

and adding the ability to use large weapons would definitely add at least another 2RP to the racial ability.

I also wanted to make the ability as usable, realistic and not game breaking. We know Munchkins would abuse it in some way so I left out the larger weapons since;
A) not that realistic
B) Can be abused to hell under certain conditions
C) Can don't want to make confusion over what size you are operating under.

RPG Superstar 2015 Top 8

Some "generic" skill/feat traits, to flesh out various racial specialties rather than just allow races to, for example, only possibly be good at working with stone but nothing else. Some of these are adapted from existing, more specific skill/feat traits. I am really not sure how well I’ve assigned the points values here (mostly because comparable existing skill and feat traits appear inconsistent to me).

These are all Standard traits.

Combat Feat (3 rp): Choose one combat feat, light armor proficiency, or shield proficiency; members of this race have this feat as a bonus feat. This feat cannot have any feat, class level, character level, skill rank, or base attack bonus prerequisites. The feat can have ability score prerequisites, which are otherwise ignored, if the race chosen gains a bonus to the ability score (for example, if the race grants a bonus to Dexterity, Dodge could be granted as a bonus feat).

Background Feat (2 rp): Choose one feat that is NOT a combat, metamagic, item-creation, or teamwork feat. It must be a feat that a character could otherwise take at first level (no prerequisites). Member of this race gains this feat as a bonus feat.

Skill Specialty (1 rp): Choose one Skill. Choose one skill; this skill always a class skill for members of this race. This trait can be taken more than once, each time applying to a different skill.

Terrain Expert (1 rp): Choose one type of terrain (for example: forests, marshes, plains, urban, underground) and one skill. Members of this race gain +2 to this skill when in this kind of terrain. This trait can be taken twice, applying to the same skill either increasing the bonus to +4 or allowing the bonus to apply to a second terrain type. Also, this trait may be taken more than once if it applies to a different skill. (A bit clumsy, but an attempt to expand out from abilities like Cave Dweller or Camoflage)

Animal Handling (1 rp): Choose one category of animal (for example: rodents, bovines, ursines, equines, felines, canines, small reptiles). Members of this race gain +4 to Handle Animal checks when dealing with typical animals of this type. (Based on Rodent Empathy.)

Artisan (1 rp): Choose one type of material (for example: metal, stone, wood, gems). Members of this race gain +2 to Craft and Profession checks when creating objects from this material. This can be taken more than once, each time applying to a different material. (Based on Craftsman)

Eye for Detail (1 rp): Choose one type of material (for example: metal, stone, wood, gems). Gain +2 to Appraise checks when analyzing items made from this material. This can be taken more than once, each time applying to a different material. (Based on Greed)

An edit to/breakup of Skill Focus
Skill Focus (2 rp): Choose one skill which has no subtypes (such as Acrobatics or Perception). Members of this race gain +2 to this skill.

Professional (2 rp): Choose two Craft, Profession, Knowledge, or Perform skills, such as Knowledge (nature) or Perform (wind instruments). These two skills should preferably be related in some way, even if loosely (such as Craft (wood) and Knowledge (engineering)). Members of this race gain +2 to both skills.

Career Focus (2 rp): Choose two of the following skill categories: Craft, Profession, Knowledge, or Perform. Members of this race can choose one type of skill in this category and gain a +2 to that skill. For example, the race could be allowed to choose from Profession or Knowledge skills. Each member of that race chooses one type of Profession or Knowledge, such as Profession (gambler) or Knowledge (nature). They gain +2 to that specific skill. (Based on the gnome racial ability, Obsessive.)


What would a preselected feat cost about 2 or 3 RP

Preselected Feat (insert feat name) (2 RP):
The race has a specified bonus feat and CAN NOT change it.
The preselected feat cannot have any feat, class level, character level, skill rank, or base attack bonus prerequisites above (BAB +1).
So you could have "Quick Draw" as a preselected feat, because the BAB requirement is no higher than +1.
Special: Can only be taken twice tops.

Improved Preselected Feat (insert feat name) (3 RP):
The race has a specified bonus feat and CAN NOT change it.
The preselected feat must meet all the requirements (except stat requirements, a BAB +1 required feats (like "Power Attack"), and feats that require 1 rank in a specific skill (like "Mounted Combat"))
Special: Can only be taken once.

Powerful Preselected Feat (insert feat name) (4 RP):
The race has a specified bonus feat and CAN NOT change it.
The preselected feat must meet all the requirements (except stat requirements and BAB (+1 -> +6) required feats (like "Lunge")
Special: Can only be taken once.
Your getting something powerful early, it should cost more

So if someone wanted a race that excels at grappling they could vary the power it has in it's expertise.
Preselected Feat(Unarmed Strike) (2RP) (Total 2 RP)
Improved Preselected Feat(Improved Grapple) (3RP) (Total 5 RP)
Powerful Preselected Feat(Greater Grapple) (4RP) (Total 9 RP)


Other - Advanced
Web(4 RP)
Same as monster's ability.

Skill and Feat - Standard
Sticky(0 RP)
Sticky slime covers your skin. You gain +2 bonus on climb check and take -2 penalty on Escape Artist check.

Offence - Advanced
Mucus(2 RP)
Prerequisites:Sticky
As a standard action, you can squirt a jet of slime from one of nodules on your skin as a ranged touch attack against any target within 30 feet. The slime quickly hardens to the texture of cold tar, the target is entangled. The hardened slime can be removed as a full-round action with a DC 15 Strength check.


Anyone have anything to say about the abilities I came up with?


Berselius wrote:
Anyone have anything to say about the abilities I came up with?

Start a new thread with them. This one is basically a list, not a discussion of them.


Bryan Moe wrote:
Powerful Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Combat Maneuvers), they are treated as one size larger if doing so is advantageous to them. Also, members of this race are considered to be one size larger when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect them. However, the space and reach of this race remains same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.

Oversized Weapons (2 RP): Prerequisites: Powerful Build; Benefit: Members of this race can use weapons designed for a creature one size larger without penalty. However, the space and reach of this race remains the same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Note: This trait does not grant weapon proficiency.


Other - Monstrous
Tong Bi(Trough Arms)(3 RP)
Your race's arms are linked through the back and you can extend one arm by shortening opposite arm. As an immediate action, You can increase the reach of your one hand by 5 feet until you spend another immediate action to retern normal condition, while another hand cannot be used.

Offence - Advanced
Hydraulic Shot(2 RP)
Once per day as a standard action, you can blow out the water in your body. You can use this blow to make a bull rush against a creature within 30 feet. Also this blow can extinguish normal fire.


Elemental (subtype)(10RP):
• Immunity to bleed, paralysis, poison, sleep effects,
and stunning.
• Not subject to critical hits or f lanking. Does not take
additional damage from precision-based attacks, such
as sneak attack.
• Elementals do not breathe, eat, or sleep.


Offense - Standard
Constrict(1 RP)
Prerequisites: Serpentine, Sticky Tongue, Tentacle or Prehensile Tail
Select one of above. When you makes a successful grapple check with that body part(in addition to any other effects caused by a successful check, including additional damage), you deal bludgeoning damage. The amount of damage is 1d4 if Medium (1d3 if small; 1d6 if large).

Sense - Advanced
Scent for Natural Enemy(2 RP)
Your nose never forget ancient foe. You can sniff out your Natural Enemy as Scent ability.

Skill and Feat - Advanced
Hide from Natural Enemy(2 RP)
Your race's history is cheating natural enemy. You can use your Stealth skill to hide against your natural enemy , even if the terrain doesn't grant cover or consealment.

Defense - Standard
Distasteful(1 RP)
A creature that uses bite attack to you must make a Fort save (DC 10+ 1/2 your HD + your Con mod), or become Nauseated for 1 round.


Spell immunity (8RP)(monstrous):
The race is immune to any spell that can be blocked by spell resistance. If the race is specifically harmed or benefited by a particular spell, only those effects occur.

Greater Spell-like abilities(12RP) (monstrous):
The race has powerful spell-like abilities. The race has a number of spell-like abilities usable at will equal to its HD, up to a spell level equal to 1/4 of its HD(rounded down). The race also has a number of spell-like abilities equal to 1/2 of its HD usable 3x/day, up to a spell level equal to 1/3 of its HD. And finally, the race has a number of spell-like abilities equal to 1/4 of its HD usable once per day, of a level up to 1/2 of its HD.

Regeneration (Variable RP, see description):(monstrous)
The race has regeneration 5 that can be suppressed by acid or fire (6RP)
The race has regeneration 5 that can be suppressed by a single element (8RP)
The race has regeneration 5 that can be suppressed by a single alignment(9RP)
For each extra vulnerable element or alignment reduce the cost by 1RP.
For 2 extra RP add 5 to the total value of the regeneration.

Fast healing (5RP): (monstrous)
The race has fast healing 5.

Regeneration, minor (5RP)(Advanced)
The race has regeneration 1 that can be suppressed by any element.

Fast healing, minor (4RP): (Advanced)
The race has fast healing 1.


Constant emanation (4RP) (advanced):
The race is always under effect of one of the following spells: Detect magic, Detect poison, Detect undead, detect evil, detect good, detect law, detect chaos, detect snares and pits. The effect can be dispelled, but the race can regain its use as a swift action.

Constant emanation, improved (6RP) (advanced):
The race is always under effect of one of the following spells: magic circle against alignment(any), minor globe of invulnerability, see invisibility, tongues, undetectable alignment, nondetection.

Constant emanation, greater (8RP) (monstrous):
The race is always under effect of one of the following spells: true seeing, holy aura(or variants),Death ward.


Offense - Standard
Long Limbs(1 RP)
Your limbs compare exteremely long with your body as a sort of spider. You gain +2 racial bonus on climb skill check , and when you attempt to grapple, your CMB is as if your size had increased by one category.

Offense - Advanced
Long Tongue(3 RP)
Your tongue is a primary natural weapon with reach equal to three times your normal reach. It deals no damage, but can be used to disarm, trip, drag, and steal combat maneuvers, and to deliver touch spell.

Other - Advanced
Crawling(2 RP)
As your race's bestial nature, you can live or explore on all fours with ease. While prone, you can move at full speed ,and this movement doesn't provoke attacks of opportunity. You can take a 5-foot step while prone, and you don't take penalty on melee natural attack rolls and AC against melee attacks.

Skill and Feat - Standard
Flat Build(1 RP)
While prone, you can use the Stealth skill to hide, even if the terrain doesn't grant cover or concealment.


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Quick Charge (4 RP) Your race is quick to leap headlong into a battle. You can charge as a standard action instead of a full-round action.

Ghost Sense (4 RP) Your race is naturally attuned to the spirit realm. You gain Blindsense against invisible and ethereal creatures.

Pack Instincts (4 RP) Your race is trained to fight as a cohesive unit. You gain a +4 bonus to attack when flanking instead of the normal +2.

Goat Gut (needs a better name) (1 RP) Your race can find sustenance in anything with a hardness less than 5, including paperwood, leather, and garbage. You never need to roll to scavenge for food. One day of food consumes one pound of such substances. Consuming part of an object, confers the broken condition on it.

Bloodlust (2 RP) Your race is known for their lust for battle and violence. When you drop a foe below 0 hit points, you gain a +1 morale bonus to hit and damage for 1d4 rounds.


Skill and Feat - Standard
Flat Build(1 RP)
While prone, you gain +8 racial bonus on the Stealth skill.

Weakness - Standard
Undersized Natural Attack(-1 RP)
Prerequisites: Two or more natural attacks
Damage of your all natural attack decreases by one step as if your size had decreased by one category.

Other - Monstrous
Tong Bi(通臂/Through Arms)
Your race's arms are linked through the back and you can extend one arm by shortening opposite arm. As an immediate action, You can increase the reach of your one hand by 5 feet until you spend another immediate action to retern normal condition, while another hand cannot be used.


Nipin wrote:
Mad Master wrote:


Weakness abilities

Impaired Magic, Lesser (–2 RP): Prerequisites: Spell Resistance, Lesser; Weakness: Members of this race are subject to their own spell resistance. Every time they try to cast a spell or use a magical item they must overcome their own spell resistance (objects use their caster level). This trait do not affects bonuses of the following types from use-activated objects, unless they are generated by a spell or spell-like effect: armor, deflection, enhancement, natural armor, resistance, shield.
A magic item which overcome the SR of the creature keeps functioning until the effect ends, it is removed or it is deactivated. After that, it have to pass SR again.

Impaired Magic, Greater (–3 RP): Prerequisites: Spell Resistance, Greater; Weakness: Same as above, for higher SR.

(These hindrances counterweigh the cost for SR, so having both a SR and the corresponding Impaired Magic costs 0 RPs)...

I would mention that this would be a huge benefit for Warrior races. A Fighter with free Greater Spell Resistance is not much of a drawback. The majority of magic the fighter would use falls into the categories which are specifically allowed (i.e. items). They miss out on in combat healing and a few buff spells (haste primarily) and they could just drop their spell resistance when needed(it is not disallowed by the rules you presented). In exchange they gain a great deal of spell resistance for free.

I would add the restriction that they can not voluntarily lower their spell resistance during combat situations at least. I would also strongly recommend not completely negating the point cost of spell resistance.

It cannot be lowered, just forgot to add that in my post...

You do not consider that this kind of spell resistance affects also non-spellcasting classes, because it negates almost any magical item they could use and any buff they could receive...

Yes, they could use their +5 enhancement bonus from their sword or get that +2 resistance bonus to STs from that ring, but they can't use their weapon's or ring's special abilities, cannot receive protective magic such as energy resistance, remedies such as a cure diseases or a greater restoration, and not even utility magic such as a planar travel spell or a teleport, without having to pass their SR...
Magical afflictions hardly affect them, but once they get in, they are very hard to get rid of... Negative levels from creatures set in normally, but they cannot be removed so easily...
Every single magical item (even a potion) must pass their SR just to function correctly, except for the listed bonuses, and they must use their own caster level to do so, etc...

Even a ranger or a paladin will get a lot of troubles when using their spells or spell-like abilities...

You get a good trait, but also a far more cumbersome hindrance... That's why the cost for the first is canceled by the latter...


Not much time, but here is at least one:

Burrow (3 RP): The race gains the ability to burrow with a speed of 10'.

Note: This should probably fall in the monstrous category.


Sterile (-1 RP): Prerequisites: Humanoid with two or more sub-types. Benefit: Members of this race cannot produce offspring with each other or members of any other race (including parent races).
Standard Weakness ability.

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Lordtoad wrote:

Sterile (-1 RP): Prerequisites: Humanoid with two or more sub-types. Benefit: Members of this race cannot produce offspring with each other or members of any other race (including parent races).

Standard Weakness ability.

While this is a great trait to add flavor to a race, how exactly is it a weakness for a character who selsects the race?


Others - Advanced
Mutagenic(2 RP)
When character creation, your race gains a 2RP racial trait or two 1RP racial traits. Also it gains any one Weakness trait. You gain no RP for this Weakness.

Offense - Monstrous
Ambush Hunter(4 RP)
When you use Stealth skill and the target doesn't notice you, You may make a full attack on a charge as Pounce ability.

Offense - Advanced
Pincers(1 RP)
Your hands end with pincers as 2 natural attacks. You can still use any item like hands, but you take -4 penalty on all skill check requiring to use fingers.

Skill and Feat - Advanced
Survival Strategy(4 RP)
You are ready to take the best way to survive. Select one terrain from the ranger's favored terrain list. Once per day, you may reroll a D20 roll in this terrain.

Defense - Advanced
Vermin Heart(2 RP)
You gain +4 bonus on all save against all mind-affecting effects.

Offense - Advanced
Rake(1 RP)
Prerequisites:Claws


Bryan Moe wrote:
Powerful Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Combat Maneuvers), they are treated as one size larger if doing so is advantageous to them. Also, members of this race are considered to be one size larger when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect them. However, the space and reach of this race remains same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Oversized Weapons (2 RP): Prerequisites: Powerful Build; Benefit: Members of this race can use weapons designed for a creature one size larger without penalty. However, the space and reach of this race remains the same as those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category. Note: This trait does not grant weapon proficiency.

Hulking Brute (4 RP): Prerequisites: None; Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. Members of this race are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them. This race can use weapons designed for a creature one size larger without penalty. However, this race’s space and reach remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


Pathfinder Rulebook Subscriber

Brachiation (2 RP)
Race can swing through trees quickly (30 ft.) as a mode of travel.

For all those aboreal species...


Speechless (-1 RP): Members of this race can learn to understand but not speak other languages.

Liberty's Edge

We need stuff to make China Miéville's Cactacae people! With maybe some embellishments.

Defensive Racial Abilities

Standard Abilities
Quills (2 RP): Prerequisites: Natural armor racial ability; Benefit: Members of this race are coated in small quills, granting a +1 natural armor bonus. Whenever a member of this race succeeds at a grapple combat maneuver or is damaged by an opponents grapple combat maneuver, the opponent takes 1d4 points of piercing damage.
(edit, or maybe 1d4 points of piercing damage + 1 per point of natural armor AC bonus).

Spiny (4 RP): Prerequisites: None; Benefit: Members of this race are covered in small hard spikes, granting a +1 natural armor bonus. This bonus increases by 1 for every 4 hit dice. Whenever a member of this race succeeds at a grapple combat maneuver or is damaged by an opponents grapple combat maneuver, the opponent takes 1d4 points of piercing damage, plus 1 per point of natural armor. Due to the spikes, members of this race cannot wear armor.

Sap Blood (1 RP): Prerequisites: Plant type; Benefit: Members of this race have thick sap for blood and are immune to bleed effects.

Offense Racial Abilities

Standard Abilities
Spine Explosion (2 RP): Prerequisites: Spiny Racial Ability; Benefit: Members of this race can occasionally expel some of their spines with great force, damaging nearby creatures. Once per day as a swift action you can expel a burst of spines in a 10 foot radius. Creatures caught in the blast take 1d4 points of damage plus an additional 1d4 points of damage for every 4 hit dice you posses, Reflex save DC 10 + 1/2 your HD + your Constitution modifier for half damage.


Standard Magic
Healing Affinity (1RP): Prerequisites: Fey, Plant, Outsider(Native) with ties to a positive energy plane; Benefit: A member of this race gets a +1 to caster level of healing descriptor spells.

Healing Will (1RP): Prerequisites: Fey, Plant, Outsider(Native) with ties to a positive energy plane; Benefit: When a member of this race uses a supernatural job ability that heals (ie. Lay on hands), increase that healing by the character's wisdom modifier.

School Affinity (1RP): Prerequisites: None; Benefit: A member of this race gets a +1 racial bonus to DC and saves of spells from a specific school of magic (this does not include types). Special: This ability may be taken multiple times, each time for a different school.

Standard Defensive
Environmental Regeneration (2RP): Prerequisites: Fey, Plant, or Undead, and Fast Healing*; Benefit: While members of this race are in an environment associated with that race, such as swamps, direct sunlight, a healthy forest, ect. and get a full 8 hour rest they can regenerate lost limbs or other scaring damage like the regeneration spell.

Advanced Defensive
Improved Environmental Regeneration (2RP): Prerequisites: Fey, Plant, or Undead, Fast Healing*, Environmental Regeneration; Benefit: This race does not need to wait 8 hours, but instead one round in their environment in order to regenerate.

Monstrous Defensive
Regeneration (6RP): Prerequisites: Fey, Plant, or Undead, and Fast Healing*; Benefit: Members of this race have the regeneration ability. When you take this racial ability pick two energy types and/or special materials, these will be the weakness of the regeneration. If you spend 2 more RP only pick one weakness.

*Other people have already posted ideas for fast healing so I am just building on it.


I am currently running a small number of less than civilized races with the following type:

Bestial Humanoid: Although Humanoid, X are not subject to spells that affect Humanoids or Monstrous Humanoids. They are affected by spells that target either Animals or Magical Beasts.

Thoughts?


Azure_Zero wrote:
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.

Thirded (unless someone was in between).:D

Mixed-blood Array (2 RP): Members of this race start with
Common plus two racial languages. Furthermore,
choose up to seven languages (except for Druidic or
other secret languages). Members of this race with high
Intelligence scores can choose any of those languages as
their bonus languages.

This is meant for things like the elven version of Aasimar, people being raised between two cultures that have their own racial languages etc.


Heladriell wrote:
Rich (1RP): The race always start with extra 1000gp in equipment. Also diplomacy and appraise are always class skills.

How the hell is being rich a racial trait? XD


Pathfinder Adventure, Adventure Path, Maps, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Battles Case Subscriber

Alternative form(? RP) You have an alternative form you can use with different abilities.

(Thinking of weres and creatures like kitsunes that have an animal and humanoid form)


An unique Mixed Blood trait instead of Elf Blood, Orc Blood etc. This way, an hybrid pays ONE point to have both his parents' subtypes.


Easy fix for more abilities that we houserule in our games.
Remove subrace requirements. Allow access to the variant tieflings features from Bastards of Erebus, that's almost 100 new and quite interesting features, like a half-dragon kinda race being able to eat ash for sustenance. We lock out the +ability score, and +SR.

Any duplicates matching Advanced Races playtest take the more expensive cost of two.


I have no idea how much this drawback would be worth and I haven't seen anything like it so I am throwing it up hoping that someone can cost it because I am out of my element here.

-X? RP Theophobia: This race has an intense hatred/fear of deities so great that even after accepting one as there own or needing healing they still suffer the in build desire to reject any divine influences.
Race must take saves against all divine spells that allow them including healing.

-X? RP Insatiable Greed: This race desire for coin and objects of worth is legendary and the suffer tunnel vision when dealing with coin. -4 to sense motive checks when someone is offering them coin.


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.

I was looking for that one. I don't understand why this one was omitted in the playtest.


JiCi wrote:
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.

I was looking for that one. I don't understand why this one was omitted in the playtest.

Because it's game breakingly broken

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