Racial Ability Ideas


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Thraxus wrote:

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

I like this idea.


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Well, since folks here liked my last round of ideas so much, I thought I'd take another stab at it. :)

So, without further ado...

Yet More Drawbacks!

Climbing Impaired: While capable of climbing steps and gradients, this race's anatomy prevents the use of direct vertical-ascent climbing methods such as ropes and ladders. This drawback is most common among taur and quadruped races.

Unusual Dependance: This race has something that they need to get every 24 hours. This can take the form of 1 hour of exposure to a specific environmental aspect each day (sunlight, water immersion, etc), or 1 pint of unusual liquid a day (blood, treesap, etc). If 24 hours pass without meeting this requirement, the race takes a -1 penalty to all rolls. If 48 hours pass, the penalty increases to -2. If 72 hours pass, the race suffers 2d4 Str and Con loss. The Str and Con loss repeats every 24 hours thereafter until death occurs. All penalties and ability score loss from this drawback cease and are removed when the dependance is met.
(This drawback replaces Solar Dependance)

Distant Relation: This race counts as another race in addition to itself, but only for the purposes of negative effects that target race (favored enemy, bane weapons, etc).

Defective Power: This race must have at least one spell-like ability. One spell-like ability of this race suffers a 10% chance of failure when used.

Colorblind: This race cannot see in full color, and instead sees almost everything in black and white, save for one major color (red, green, yellow, purple, etc) which is chosen when taking this drawback.

Cowardly: This race is universally known for it's cowardice. Members of this race suffer a -2 racial penalty to Initiative, and a -1 racial penalty on charge and bull rush maneuvers.


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.

I would also include that it is upgradable to some-sort of real flight via a feat.


Movement-Standard
Strider (1 RP)
Prerequisites: Normal speed trait
Select one terrain from the ranger's favored terrain list. Members of this race can move through difficult terrain at their normal speed while within these areas. Magically altered terrain affects them normally.You may take this Ability more than once, each time selecting one different terrain from the favored terrain list.

Movement-Advamced
Jet (RP 4)
Prerequisites: Swin
You can swim backward as a full-round action at five times as fast as your swim speed. You must move in a straight line while jetting, and don't provoke attacks of opportunity when you do so.

Movement-Monsrous
Jet Flight (RP 8)
Prerequisites: Construction or Magical Beast; Flight
You can fly as a full-round action at five times as fast as your fly speed. You must move in a straight line while jetting, and don't provoke attacks of opportunity when you do so.

Offence-Monstrous
Pounce (RP 4)
When you make a charge, you can make a full attack with your natural weapons only.


A couple propositions based on some old races I created long ago...

Ability score modifiers traits

Non-Standard Modifiers (1 RP): Members of this race gain a +2 bonus to two physical ability score or to two mental ability score, and a –2 penalty to any other ability score.

(My race had +2 to Str and Dex and -2 to Cha, something not covered by the listed traits)...

Skills and feats racial abilities

Adaptive skin/fur (2 RP): Prerequisites: None; Benefit: Members of this race gain a +10 racial bonus on Stealth checks while in natural environment and a +4 bonus in any other place.

(A better camouflage, based on changing skin and/or fur patterns and colors)...

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)...

Mathematical Inability (-1 RP): Prerequisites: None; Weakness: Members of this race are unable to count and to make calculations with numbers. They have innate concepts only for "none", "single", "double", "many", "equal", "more" and "less".
They receive a -2 penalty to any check indirectly involving numbers or calculations. By spending 2 skill points, members of this race can learn to count, but they must pass an Int check to do so (DC based on the difficulty of the calculation).

Impaired Camouflage (–1 RP): Prerequisites: Camouflage or Adaptive Skin/Fur; Weakness: Members of this race lose their bonus to Stealth checks if they wear clothing or armor that covers their body patterns of color.


Any chance we could see rock throwing or rock catching as an ability for the giant subtype? Advanced tier, 1 RP each, requires giant subtype and large size.

RPG Superstar 2012 Top 32

Brutal (+3): Prerequisites: Advanced Constitution or Advanced Strength. Members of this race can wield Simple weapons 1 size category larger than their size category without penalty.

Slave Race (-2): Prerequisites: none. Members of this race suffer a -2 penalty on all saving throws against the spells or extraordinary, spell-like, or supernatural effects of 1 specific creature type, such as aberration or dragon, or against a specific creature sub-type, such as humanoid (elf) or outsider (lawful).


Magical Racial Ability (Standard):

Alluring Magic (2 points): Members of this race gan a +1 bonus to the DC of any saving throws against enchantment spells that they cast. Additionally, Bluff and Diplomacy are always class skills for members of the race.


I don't mean to spam the thread with multiple entries. I broke them up a bit in case anyone had comments/suggestions/criticisms and I didn't want to overload the "quote" function.

Defense Racial Abilities

Advanced Abilities
Dermalwoven Hide (1 RP): Prerequisites: Living humanoid; no racial penalty to Constitution; Benefit: Due to the densely woven strands of collagen, cartilage, and tendons present just below their skin, members of this race gain DR 2/bludgeoning. If they later gain damage reduction from other sources (such as adamantine armor, barbarian rage, or a magic effect), dermalwoven damage reduction stacks only with the single highest other damage reduction.

Scaled Hide (1 RP): Prerequisites: Living humanoid; no racial penalty to Constitution; Benefit: Due to fine tightly-packed natural scales, calciferous ridges, or small spurs on their skin, members of this race gain DR 2/piercing. If they later gain damage reduction from other sources (such as adamantine armor, barbarian rage, or a magic effect), scaled damage reduction stacks only with the single highest other damage reduction.

Magical Racial Abilities

I made the some changes to the original Change Shape ability:

Standard Abilities
Change Shape (6 RP): Prerequisites: Fey, humanoid, dragon, monstrous humanoid, or outsider (native) 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. You retain this form indefinitely, until either you use this ability to return to your natural form or another new form, or until another magical effect changes you back.

and created these two variants:

Change Shape, Limited (4 RP): Prerequisites: Fey, humanoid, monstrous humanoid, or outsider (native) type; Benefit: Members of this race gain the following supernatural ability: You can assume the appearance of a humanoid of your natural size category as the alter self spell, but you do not gain any additional senses, movement abilities, or a size bonus to attributes. You retain this form indefinitely, until either you use this ability to return to your natural form or another new form, or until another magical effect changes you back.

Change Shape, Minor (3 RP): Prerequisites: Fey, humanoid, monstrous humanoid, or outsider (native) type; Benefit: Members of this race gain the following supernatural ability: You can assume the appearance of a humanoid of your natural size category as the alter self spell, but you do not gain any additional senses, movement abilities, or a size bonus to attributes. This ability does not magically resize your gear to fit any changes in your physique. The transformation takes 5 rounds to complete. The transformation process is distracting and uncomfortable (even somewhat painful); you are considered staggered until the transformation is complete.


Skill and Feat Abilities

Standard Abilities
Natural Infiltrator (2 RP): Prerequisites: No racial penalty to Charisma; Benefit: Members of this race treat Bluff, Diplomacy, and Stealth as class skills.

Uncanny Valley (-1 RP): Prerequisites: No racial penalty to Charisma; humanoid with augmented, aberrant, or fleshwarped subtype(s) OR outsider (native); Benefit: Other races find members of this race slightly unsettling. When dealing with humanoids and native outsiders outside of their race, members of this race suffer a -1 penalty to all Charisma-based skill checks.

Weakness Abilities

Standard Abilities
Winter Is Death (-2 RP): Prerequisites: Non-outsider; does not possess elemental vulnerability (cold); Benefit: In environments and exposure to temperatures below 40°F (4°C), members of this race take an additional 1d6 in nonlethal damage each time they take damage from the cold. After taking nonlethal cold damage in cold environments (39°F to 0°F, 3°C to -18°C), they suffer cold torpor: a -2 penalty to their Dexterity score, a -1 penalty to Perception checks, and can no longer run. After taking nonlethal cold damage in severe cold and exposure (-1°F to -20°F, -19°C to -29°C), their cold torpor worsens to the fatigued condition (or exhausted if already fatigued), the penalty to Perception worsens to -2, and they take a -10 foot penalty to movement. Members of this race also take an additional 25% of cold damage per die from magical [cold] effects.


Other Abilities

Standard Abilities
Powerful Stature (4 RP): Prerequisites: Humanoid or outsider (native); Benefit: The exceptional physical stature of this race lets them function in many ways as if they were one size category larger. Whenever members of this race are subject to a size modifier or special size modifier for an opposed check (such as during combat maneuver attempts), they are treated as one size larger if doing so is advantageous to them. However, they retain the normal reach for a creature of their size. 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 improved grab or swallow whole) can affect them. They treat their Strength score as 4 higher than normal when determining their carrying capacity. When using weapons one size category larger, they take only a -1 penalty for using Light and One-Handed weapons, and a -2 penalty for using Two-Handed weapons. The benefits of this racial quality stack with psionic powers, spells, and magical effects that change the subject's size category.

Advanced Abilities
Unusual Build (-1 RP): Prerequisites: Humanoid or outsider (native), Powerful Stature; Benefit: Due to their broad build and bulky muscles, members of this race usually have greater difficulty finding armor and clothing that fits. They may spend up to 30% of their starting wealth on armor and clothing, paying the regular price for it. Armor and clothing acquired later uses the following rules. Members of this race may wear standard non-magical armor of their size category, but treat its armor check penalty and armor bonus as each 1 point worse than normal. (Most magical armor and clothing of their size category will magically resize itself to fit their frame.) Despite their larger build, they still cannot properly wear armor one size category larger. When members of this race commission armor or clothing, costs are calculated as an extra 50% higher before masterwork, special material, or magic costs are added. If they have existing armor or clothing modified for their frame, costs are calculated as 25% of the total current price of the armor or clothing including masterwork and special material costs. Unless specified otherwise, armor and clothing for this race weighs 25% more than normal due to the extra material(s) used.


Skill and Feat- Standard
Footpad(2 RP)
Your steps make almost no sound. You may move at full speed using the Stealth skill without penalty.

Odorless(1 RP)
You have almost no body odor, and you are always careful to keep your race's advantage. Unless you possese smelly item, creatures with the scent ability can detect you only within 1/3 of the normal range. When a creature with the scent ability follow your tracks by smell, the typical DC is 20.

RPG Superstar 2012 Top 32

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Seductive (2 RP)
You possess an otherworldly beauty. You gain a +2 bonus on Bluff, Diplomacy, Intimidate, and Perform checks againsts creatures that could be sexually attracted to you.

Long Limbed (4 RP)
You have unusually long and gangly limbs, or your limbs are capable of stretching or telescoping in an extreme manner. Your reach is 5 feet longer than normal for your size.

Adaptable Tentacles (RP: special, Prerequisite: aberration, construct, monstrous humanoid, outsider, or plant)
You have a number of tentacles. They can be used for locomotion or to manipulate objects with equal ease. You have a speed of 5 feet for every tentacle you dedicate to movement. A tentacle dedicated to movement cannot hold any object. You use one tentacle to wield a light weapon, 2 tentacles to wield a one-handed weapon, and 4 tentacles to wield a two-handed weapon. You gain a +1 racial bonus per tentacle dedicated to movement to your CMD to resist being bull rushed and tripped.
The RP cost is 1 per 2 tentacles you possess.

Liberty's Edge

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.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

involuntary magic resistance (-1 RP)
Prerequisite Must have spell resistance trait.
Effect Your race is unable to lower its magic resistance to accept beneficial effects.

Edit, Just saw someone else had a varient of this. I don't think negating the cost of the SR entirely is balanced, but reducing the cost is. Keep in mind this would affect stuff like Enlarge, Haste, Aid, Cure X wounds, etc. Yeah, your warrior type laughed off that fireball, but he's not laughing at -4 and the cleric can't get a cure critical wounds spell to stick.


Realmwalker wrote:

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.

Yes Please.


Matthew Morris wrote:

involuntary magic resistance (-1 RP)

Prerequisite Must have spell resistance trait.
Effect Your race is unable to lower its magic resistance to accept beneficial effects.

Edit, Just saw someone else had a varient of this. I don't think negating the cost of the SR entirely is balanced, but reducing the cost is. Keep in mind this would affect stuff like Enlarge, Haste, Aid, Cure X wounds, etc. Yeah, your warrior type laughed off that fireball, but he's not laughing at -4 and the cleric can't get a cure critical wounds spell to stick.

This is less of a cost than you might think. There is quite a lot of supernatural healing in Pathfinder: channeling from clerics, paladins, and life oracles, healing domain power, hexes from witches and some magi. Being unable to lower SR is still problematic, but it is a standard action to do anyway and pretty much doesn't happen in combat anyway.


Skill and Feat - Standard
Tail(1 RP)
+4 Acrobat
Offence - Advanced
Tail Slap(1 RP)
Tail Sting(1 RP)

Offence - Advanced
Venomous Strike(1 RP)
Prerequisites: Bite or Tail Sting
Serect one of your above natural weapon. Whenever that 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.

Offence - Advanced
Poison Spray(2 RP)
Prerequisites:Venomous Strike or Poison Skin
As a standard action, you can launch splash of venom to eyes of a foe within 30 feet. The target must make Fort save (DC 10 + 1/2 your HD + Your Constitution modifier), or it is blinded for a number rounds equal to 1/2 your HD (minimum 1). If the target have poison immunity, this ability doedn't affect.


Mental vulnerability(-1RP or -2RP)
Prerequisites:Construct, Plant, or Undead type
character is effected normally by mind-altering effects like they were monsters or alternatly for -2RP they are effected as if they were the humaniod type.


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Positive powered:(2RP) (construct or undead)
The race is powered by positive energy, gaining the ability to heal naturally and magically by positive energy, ressurected and harmed by negative energy. Also they lose the immunity to energy drain.

*undead created with positive energy cannot be turned with positive channeling but are affect by negative channeling.

Liberty's Edge

Passive search. 2RP

A creature who merely passes within 10 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.


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Bio-construct:(2RP) (construct)
The race is made to resemble living creatures, with living tissue. The construct gains a constitution score and loses its immunity to fortitude checks, being now affected as a living creature.It can be healed by positive energy and harmed by negative energy. Also,if the creature has intelligence, wisdom, and charisma scores it can be resurrected normally. Bio-constructs must eat to replenish the lost tissue, but any organic matter will do. While not suffering from starvation, they heal as a normal living creature.


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Half-living:(-4RP) The race is only partially alive, receiving only half the healing from positive energy effects and from resting(minimum 1).

Unhealing: (-4RP) The races metabolism is static and unable to heal itself naturally. Individuals of the race may be healed with the appropriate skill check (heal or craft, if it is a construct) the creature does not lose any additional hit points while dying.

Light structure: (-2RP) (construct)
The race does not gain bonus hit points based on size.

Vulnerable mind: (-2RP) (construct)
The race is affected normally by mind affecting effects, ability damage and ability drain to mental scores.

Vulnerable body (-2RP) (construct, undead)
The race is subject to ability damage to physical scores, ability drain to physical scores and nonlethal damage.

Vulnerable anatomy: (-1RP) (construct, undead)
The race risks death on massive damage.

Wood-made:(-1RP) (construct, plant)
The race is subject to effects that affect wood, taking 1d6 damage/caster level with warp wood (will negates), and being immobilized (as immobilize person) with wood shape (will negates).

Metal made: (-1RP) (construct)
The race is subject to effects that affect metal (taking damage from rusting grasp, rust monster attacks), and is always considered to be wearing metal armor for effects like heat metal or repel metal.

Stone made: (-1RP) (construct, outsider)
The race is subject to effects that affect stone, taking 1d6 damage/caster level with stone to mud or stone to flesh (will negates), and being immobilized (as immobilize person) with stone shape (will negates).


A) Want to add my vote in for a Powerful Build option. They're already putting Large in, I'd like something that is a half-step between sizes.

B) Small Stature : Your race is smaller than normal for your size category. You are treated as one size smaller whenever it is beneficial for you. For example, when determining what spaces you can fit or squeeze into, when purchasing equipment (note that if you reduce the cost of weapons, they do damage as if the smaller size category!), and when determining size bonuses to stealth. 1 or 2 pts.


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Pyromaniac (2 RP): Prerequisites: Outsider (native) with ties to the elemental plane of fire; Benefit: 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, using the revelations of the oracle’s flame mystery, and when determining the damage of alchemist bombs that deal fire damage. 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 disarm, produce flame. The caster level for these spell-like abilities is equal to individual’s character level.

Stoneblooded (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 or deep earth bloodlines, 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.

Wavesinger (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 or aquatic bloodlines, 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 or stormborn bloodlines, 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.

Fiendish Heritage (2 RP): Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Benefit: Members of this race are treated as 1 level higher when casting spells with the evil descriptor or using powers of the evil domain, the bloodline powers of the abyssal, daemonic, or infernal bloodlines, and revelations of the oracle’s outer rifts 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—bane, death knell. The caster level for these spell-like abilities is equal to individual’s character level.

Celestial Heritage (2 RP): Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race are treated as 1 level higher when casting spells with the good descriptor or using powers of the good domain, and the bloodline powers of the celestial bloodline. 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—bless, aid, discern lies. The caster level for these spell-like abilities is equal to individual’s character level.

Celestial Fortitude (1 RP): Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana; Benefit: Members of this race gain a +2 racial bonus on saving throws against disease, petrification, and poison.

Fiendish Fortitude (1 RP): Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell. Benefit: Members of this race gain a +2 racial bonus on saving throws against death effects, disease, and poison

Elemental Fortitude (1 RP): Prerequisites: Outsider (native) with ties to an elemental plane; Benefit: Members of this race gain a +2 racial bonus on saving throws against paralysis, poison, and sleep effects.

Fast Healing (8 RP): Prerequisites: None; Benefit: Members of this race gain fast healing 1. Special: This racial ability can be taken multiple times. Its effects stack.


mdt wrote:

A) Want to add my vote in for a Powerful Build option. They're already putting Large in, I'd like something that is a half-step between sizes.

B) Small Stature : Your race is smaller than normal for your size category. You are treated as one size smaller whenever it is beneficial for you. For example, when determining what spaces you can fit or squeeze into, when purchasing equipment (note that if you reduce the cost of weapons, they do damage as if the smaller size category!), and when determining size bonuses to stealth. 1 or 2 pts.

I'd like to add a vote for this, although I'd say that you don't HAVE to choose weapons of a smaller size category, since powerful build races don't HAVE to choose weapons of a larger size category.

Liberty's Edge

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.

I was helping look at draconians over at a Dragonlance board and gliding was something it stumbled over. It should be included, possibly as an incremental step to winged flight.

(winged and wingless flight could also be differentiated.

I was also wondering about jumping as movement.

Leaping (RP 2): You gain a +4 racial bonus to acrobatics checks when jumping.

Great Leap (RP 3): You are always consider to have a running start when jumping.


draco_nite wrote:
mdt wrote:

A) Want to add my vote in for a Powerful Build option. They're already putting Large in, I'd like something that is a half-step between sizes.

B) Small Stature : Your race is smaller than normal for your size category. You are treated as one size smaller whenever it is beneficial for you. For example, when determining what spaces you can fit or squeeze into, when purchasing equipment (note that if you reduce the cost of weapons, they do damage as if the smaller size category!), and when determining size bonuses to stealth. 1 or 2 pts.

I'd like to add a vote for this, although I'd say that you don't HAVE to choose weapons of a smaller size category, since powerful build races don't HAVE to choose weapons of a larger size category.

Yep, it just says that if you reduce the cost of the weapon, you're doing so by reducing it's size.


Minor spell blight as a racial feature for -1 RP
Major spell blight as a racial feature for -2 RP


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.

Slight Build (2 RP): Prerequisites: None; Benefit: Members of this race function in many ways as if they were one size category smaller. Whenever a member of this race is subject to a size modifier or special size modifier for an opposed check (such as Hide), they are treated as one size smaller if doing so is advantageous to them. Also members of this race are considered to be one size smaller when "squeezing" through a restrictive space. 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.


Jester David wrote:

It should be included, possibly as an incremental step to winged flight.

(winged and wingless flight could also be differentiated.

HA! I said the same thing!


Mad Master wrote:

A couple propositions based on some old races I created long ago...

Ability score modifiers traits

Non-Standard Modifiers (1 RP): Members of this race gain a +2 bonus to two physical ability scores or to two mental ability scores, and a –2 penalty to any other ability score.

This Ability should technically Cost 0 RP and should become an option for the standard array. i see no problem with a race having bonuses to 2 physical stats and a penalty to a mental one. or Vice Versa. it's not as ripe for abuse as Greater Paragon.

RPG Superstar 2009 Top 16, 2012 Top 32

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Okay, let's open this bad boy up!

---

Magical Abilities (Standard)

Curse (0 RP) Prerequisites: None; Benefits: Members of this race gain the benefits and drawbacks of one specific oracle's curse, using their total Hit Dice as their effective oracle level for the purpose of that oracle's curse.

Discovery (2 RP) Prerequisites: None; Benefits: Members of this race gain one specific discovery that can be selected by a 1st-level alchemist, using their total Hit Dice as their effective alchemist level for the purpose of that discovery. Special: This ability can be taken up to three times, selecting a different discovery each time. The second and third time it's taken, it costs 4 RP.

Revelation (2 RP) Prerequisites: None; Benefits: Members of this race gain one specific revelation that can be selected by a 1st-level oracle from any one oracle mystery, using their total Hit Dice as their effective oracle level for the purpose of that revelation. Special: This ability can be taken up to three times, selecting a different revelation each time. The second and third time it's taken, it costs 4 RP.

Witch's Hex (4 RP) Prerequisites: None; Benefits: Members of this race gain one specific witch's hex that can be selected by a 1st-level witch, using their total Hit Dice as their effective witch level for the purpose of that hex. Special: This ability can be taken up to three times, selecting a different witch's hex each time. The second and third time it's taken, it costs 6 RP.

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Skill and Feat Abilities (Standard)

Ninja Trick (2 RP) Prerequisites: None; Benefits: Members of this race gain one specific ninja trick that can be selected by a 1st-level ninja, using their total Hit Dice as their effective ninja level for the purpose of that ninja trick. Special: This ability can be taken up to three times, selecting a different ninja trick each time. The second and third time it's taken, it costs 4 RP.

Rogue Talent (2 RP) Prerequisites: None; Benefits: Members of this race gain one specific rogue talent that can be selected by a 1st-level rogue, using their total Hit Dice as their effective rogue level for the purpose of that rogue talent. Special: This ability can be taken up to three times, selecting a different rogue talent each time. The second and third time it's taken, it costs 4 RP.

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Now that would give us some serious race-building options!


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Offence - Standard
Grab(1 RP)
Select one of your Natural Weapons. Same as monster's ability.

Offence - Advanced
Oversized Natural Weapon(2 RP)
Select one of your Natural Weapons. Its damage increases by one step as if your size had increased by one category.

Offence - Advanced
Gnaw(2 RP)
Prerequisites: Bite
If you begin your turn with an opponent grappled in your mouth, you inflict automatic bite damage.

Offence - Advanced
Acidic Bite(1 RP)
Prerequisites: Bite
As soon as you bite, your prey start to be digested. When you success bite attack, it inflicts 1d6 points of additional acid damage.

Offence - Advanced
Swallow Whole(2 RP)
Prerequisites: Bite
The opponent can be up to one size category smaller than you. Being swallowed causes a creature to take bite damage each round.

Offence - Monstrous
Fast Swallow(2 RP)
Prerequisites: Swallow Whole
You can use your swallow whole ability as a free action at any time during its turn, not just at the start of its turn.

Offence - Monstrous
Armored Stomach (1 RP)
Prerequisites: Swallow Whole
Your stomach gains a +4 bonus to its AC and has double the normal hit points when determining the success of a creature attempting to cut its way free.

Offence - Monstrous
Gluttonous Swallow(2 RP)
Prerequisites: Swallow Whole
You can swallow a prey up to same size category of you.


No idea on cost (away from pdf), but...

Animalistic Attack: (? RP) Your unarmed strikes can deal either slashing or piercing damage in addition to bludgeoning damage. Special: This ability may be taken twice (to allow both alternate types of damage).

A possible extension,
AA: (? RP) As above, but if you make an unarmed strike using the damage type granted to deal lethal damage and you don't have IUS, you only take a -2 penalty to your attack roll and gain a +4 bonus to your AC against AoOs.

...

What, visually, is the difference between a person punching someone and a vampire using a slam attack?

Besides the type of damage dealt, if I had some manner of bird-person with claws on his feet standing next to a human and both of them kick, then both of them are kicking. Except, one is an unarmed attack that may or may not be modified by IUS, being a monk, or some other helpful addition, and the other is a Talon attack, a natural attack that interacts poorly, I believe, with the rest of the ruleset at least as far as PCs are concerned.

Some of us would love to create races with physical abilities that grant animal-like bare-handed attack methods, but are loathe to do so using natural attacks. An ability like the above to let the hypothetical bird-person or catfolk make an attack with a part of their body, have that attack be reminiscent of their animal or monstrous heritage without delving into a completely different side of the attack ruleset would help to bridge that gap.

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

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 had a similar idea Thorny/Quills, that would also do more damage to creatures grappling.

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

Offensive Ability

Acidic Spittle (2 RP) Once every 10 minutes, you can spit a globule of acidic spit as a ranged touch attack. This causes 1d6 acid damage and has a range increment of 10 feet.
Special: This ability can be taken up to three times, with each additional selection adding +1d6 acid damage and 10 feet to the range increment.

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Senses Ability

Smell magic (2 RP) You have the scent ability, but only for magical auras. Creatures that are not under the effects of magic or carrying magical items are not detected.

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Weakness

Magical Allergy (-3 RP) Magical items cause you to physically become uncomfortable or itchy. If you are holding, weilding, or wearing a magic item, you become sickened.

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Offensive Ability

Allergic Reaction (2 RP) Your dander is highly irritating to all creatures save those with your subtype. Other creatures damaged by a your natural attack, who deals damage to you with a natural weapon or unarmed attack, or who otherwise comes into contact with you (including attempts to grapple or ride the creature) must make a DC (10 + Con Modifier + 1/2 HD) Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect.

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

Offensive Ability

Spikes/Thorns (3 RP) With a snap of your limb, you can loose a spike or thorn as a standard action. This attack has a range of 180 feet with no range increment and inflicts 1d6 + Str piercing damage. You can launch only 12 spikes or thorns in any 24-hour period.


xorial wrote:
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.

Yes. Absolutely. Please. That would be awesome and make things so much easier.

Also, the only other thing that bugs me a little is having certain racial abilities only available for certain subtypes. If someone wants to build a marsupial humanoid race that combines an elf's resistance, a halfling's luck, and a dwarf's stonecunning... the rules block them. Sure, you can ignore them, but why the need for restrictions based on subtype? Just because that's who's using them right now?


Spell like ability (alternative):
The race gains a spell like ability usable 1/day(costs a number of RP equal to the level of the spell. For one additional RP the number of uses increase as the individual gains hit dice:

________________________________________________

Spell level:_____1/day______3/day_______at will
________________________________________________
0______________1-2________3-4__________5+
1______________1-3________4-6__________7+
2______________1-3________4-6__________7+
3______________5-7________8-10_________11+
4______________7-9________10-12________13+
5______________9-11_______12-14________15+
6______________11-13______14-16________17+
7______________13-15______16-18________19+
8______________15-17______18-20________21+
9______________17-19______20-22________23+

This way, it would be possible to make races like angels or devils(with teleport at will), and buy powerful spell-like abilities. The character would only actually gain the spell at the level indicated in the first column, preventing level disparity.

RPG Superstar 2012 Top 32

Legless Slitherer: 0 RP: Members of this race lack legs. They slither along on a long tail. They do not have a boots magic item slot.

Liberty's Edge

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SmiloDan wrote:
Legless Slitherer: 0 RP: Members of this race lack legs. They slither along on a long tail. They do not have a boots magic item slot.

You should add immunity to being tripped.

Liberty's Edge

Adaptive Casting: (2rp)
Prerequisite: a -2 racial ability score to a casting stat. (or maybe none)
Benefit: Select one casting stat (Intelligence, Wisdom or Charisma), you now treat that stat ability as if it was two points higher for determining spells per day, and DC for saving throws.

But whatever you do, don't put a racial prerequisite, allow it to be tailored to campaign. For example certain Fey races may have divine connections but lack a wisdom bonus or may even have negative bonus. Or maybe a race has easier time learning to become a witch without being smarter then most races, they just have easier time understand it. The point is have the DM tailored to his or her world.

RPG Superstar 2012 Top 32

Suzaku wrote:
SmiloDan wrote:
Legless Slitherer: 0 RP: Members of this race lack legs. They slither along on a long tail. They do not have a boots magic item slot.
You should add immunity to being tripped.

I was going to, but this is for generally humanoid creatures that stand upright on their tail. They can still be made prone by tripping them. I gave the race I made for this stability, though, to represent how hard it is to trip them. Also, adding being immune to being tripped would probably raise the RP cost to 1 or 2. I figure being weird looking, but losing a magic item slot, is worth about 0 points.


Weakness - Standard
Fear of Natural Enemy(-2 RP)
Select one type from the ranger's favored enemy list. Your race has been preyed by natural enemy generation after generation, you become automatically shaken within 30 feet of them and their ilk.

Weakness - Standard
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.

Weakness - Standard
Vulnerability to Natural Enemy(-2 RP)
Select one type from the ranger's favored enemy list. For longtime antagonistic relationship, your natural ememy knows your race's weakpoint. When it attacks to you, all critical threat are automatically confirmed.

Movement - Advanced
Escape from Natural Enemy(2 RP)
When you withdraw from your natural enemy, it is a move action.


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.


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Acclimated; 1 RP: (Prerequisite: None)The race is acclimated to a particular environment (excessive heat, excessive cold, high altitude, etc.) and takes no penalties nor need to make saves for harsh conditions in these environments.

Powerful Build; 4 RP: (Prerequisite: None) This race is massively built. You gain a +1 Size bonus to CMB and CMD. In addition, you are treated as one step larger when determining if abilities like Swallow Whole can affect you.

Jotun Grip; 4 RP: (Prerequisite: None) This race is accustomed to hefting the weapons of their larger enemies. You take no penalty for wielding weapons one step larger than your own.

-Mainly I just like the idea of also being able to wield Medium-sized weapons as a small character.

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.

Mimicry; 1 RP: (Prerequisite: None) This race can mimic any voice or sounds heard. Duplicate sounds made in this way can only be perceived for what they are by a DC 20 Perception check. Relational modifiers for Disguise checks apply.

Hard to Kill; 1 RP: (Prerequisite: None) This race is difficult to keep down. Roll any stabilization attempts twice and take the higher result.

Quick Recovery; 2 RP: (Prerequisite: +2 Constitution racial modifier) This race is known for bouncing back from injuries. This race heals twice the number of hit points after a night’s rest. This has no affect on magical healing.

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