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  1. Up to a maximum of 3:
  2.  
  3. Ancient Foe (3 RP): Prerequisites: None; Benefit: Choose
  4. one monster type or one subtype of the humanoid
  5. type. Members of this race gain a +2 dodge bonus to AC
  6. against monsters of that type and a +2 racial bonus on
  7. combat maneuver checks made to grapple creatures of
  8. that type.
  9. Cat’s Luck (1 RP): Prerequisites: The race has a +2 racial
  10. bonus to Dexterity; Benefit: Members of this race gain the
  11. following ability: Once per day, when you make a Ref lex
  12. saving throw, you can roll the saving throw twice and
  13. take the better result. You must decide to use this ability
  14. before the saving throw is attempted.
  15. Celestial Resistance (2 RP): Prerequisites: Outsider
  16. (native) with ties to Elysium, Heaven, or Nirvana;
  17. Benefit: Members of this race gain acid resistance 5, cold
  18. resistance 5, and electricity resistance 5.
  19. Defensive Training, Lesser (1 RP): Prerequisites: None;
  20. Benefit: Choose one subtype of humanoid. Members of
  21. this race gain a +4 dodge bonus to AC against humanoids
  22. of the chosen type.
  23. Defensive Training, Greater (3 RP): Prerequisites: None;
  24. Benefit: Members of this race gain a +2 dodge bonus to
  25. Armor Class.
  26. Desert Runner (2 RP): Prerequisites: None; Benefit:
  27. Members of this race receive a +4 racial bonus on
  28. Constitution checks and Fortitude saves to avoid fatigue,
  29. exhaustion, or other ill effects from running, forced
  30. marches, starvation, thirst, or hot or cold environments.
  31. Dual-Minded (1 RP): Prerequisites: Humanoid with two
  32. subtypes or race with the half-construct or half-undead
  33. subtype; Benefit: Members of this race gain a +2 bonus on
  34. all Will saving throws.
  35. Duergar Immunities (4 RP): Prerequisites: Dwarf
  36. subtype; Benefit: Members of this race are immune to
  37. paralysis, phantasms, and poison. They also gain a +2
  38. racial bonus on saving throws against spells and spelllike
  39. abilities.
  40. Elemental Resistance (1 RP): Prerequisites: Outsider
  41. (native) with ties to an elemental plane; Benefit: Pick one of
  42. the following energy types that corresponds to the plane
  43. the race has ties to: acid (earth), cold (water), electricity
  44. (air), or fire (fire). Members of this race have resistance
  45. 5 to the corresponding energy type. Special: This ability
  46. can be taken more than once. Each time it is taken, select
  47. another energy type that the race has ties to.
  48. Elf Immunities (2 RP): Prerequisites: Elf subtype;
  49. Benefit: Members of this race are immune to magic sleep
  50. effects and gain a +2 racial bonus on saving throws made
  51. against enchantment spells and effects.
  52. Eternal Hope (2 RP): Prerequisites: None; Benefit:
  53. Members of this race gain a +2 racial bonus on saving
  54. throws against fear and despair effects. Also, once per
  55. day, after a natural roll of 1 on a d20, members of this
  56. race may reroll and use the second result.
  57. Fearless (1 RP): Prerequisites: None; Benefit: Members
  58. of this race gain a +2 racial bonus on all saving throws
  59. against fear. Special: This bonus stacks with the bonus
  60. granted by half ling luck and fortunate.
  61. Fiendish Resistance (2 RP): Prerequisites: Outsider
  62. (native) with ties to Abaddon, the Abyss, or Hell; Benefit:
  63. Members of this race gain cold resistance 5, electricity
  64. resistance 5, and fire resistance 5.
  65. Fortunate (4 RP): Prerequisites: None; Benefit: Members
  66. of this race gain a+2 racial bonus on all saving throws.
  67. Half ling Luck (2 RP): Prerequisites: Half ling subtype;
  68. Benefit: Members of this race gain a +1 racial bonus on all
  69. saving throws.
  70. Illusion Resistance (1 RP): Prerequisites: None; Benefit:
  71. Members of this race gain a +2 racial bonus on saving
  72. throws against illusion spells or effects.
  73. Natural Armor (2 RP): Prerequisites: None; Benefit:
  74. Members of this race gain a +1 natural armor bonus.
  75. Plagueborn (2 RP): Prerequisites: None; Benefit:
  76. Members of this race gain a +2 racial bonus on saving
  77. throws against disease, ingested poisons, and becoming
  78. nauseated or sickened.
  79. Poison Resistance (1 RP): Prerequisites: None; Benefit:
  80. Members of this race gain a racial bonus on saving throws
  81. against poison effects equal to their Hit Dice.
  82. Shadow Blending (1 RP): Prerequisites: Shadow
  83. resistance racial ability; Benefit: Attacks made against
  84. members of this race while they are in dim light have a
  85. 50% miss chance instead of the normal 20% miss chance.
  86. This ability does not grant total concealment; it just
  87. increases the miss chance. This is a supernatural ability.
  88. Shadow Resistance (2 RP): Prerequisites: None; Benefit:
  89. Members of this race gain cold resistance 5 and electricity
  90. resistance 5.
  91. Spell Resistance, Lesser (2 RP): Prerequisites: None;
  92. Benefit: Members of this race gain spell resistance equal
  93. to 6 + its level.
  94. Spell Resistance, Greater (3 RP): Prerequisites: None;
  95. Benefit: Members of this race gains spell resistance equal
  96. to 11 + its level.
  97. Stability (1 RP): Prerequisites: None; Benefit: Members
  98. of this race receive a +4 racial bonus to their Combat
  99. Maneuver Defense when resisting a bull rush or trip
  100. attempt while standing on the ground.
  101. Stubborn (1 RP): Prerequisites: None; Benefit: Members of
  102. this race gain a +2 racial bonus on Will saving throws to resist
  103. spells and spell-like abilities of the enchantment (charm)
  104. and enchantment (compulsion) subschools. In addition, if
  105. a member of this race fails such a save, it receives another
  106. save 1 round later to prematurely end the effect (assuming
  107. the spell or spell-like ability has a duration greater than 1
  108. round). This second save is made at the same DC as the first.
  109. If the member of the race has a similar ability from another
  110. source (such as a rogue’s slippery mind class feature), it can
  111. only use one of these abilities per round, but can try one on
  112. the second round it the first reroll ability fails.
  113.  
  114. up to a maximum of 3:
  115.  
  116. Change Shape (6 RP): Prerequisites: Fey, humanoid, or
  117. monstrous humanoid type; Benefit: Members of this race
  118. gain the following supernatural ability: You can assume
  119. the appearance of a Small or Medium humanoid as the
  120. alter self spell.
  121. Dreamspeaker (2 RP): Prerequisites: None; Benefit:
  122. Members of this race gain a +1 bonus to the saving throw
  123. DCs of divine spells and spells that produce sleep effects
  124. that they cast. In addition, if a member of this race has
  125. a Charisma of 15 or higher, it may use dream once per
  126. day as a spell-like ability (with a caster level equal to the
  127. individual’s character level).
  128. Elemental Affinity (1 RP): Prerequisites: Outsider (native)
  129. with ties to an elemental plane; Benefit: Pick one of the
  130. following energy types that corresponds to the plane the
  131. race has ties to: acid (earth), cold (water), electricity (air),
  132. or fire (fire). If a member of the race is a sorcerer with the
  133. corresponding elemental bloodline, it treats its Charisma
  134. score as 2 points higher for all sorcerer spells and class
  135. abilities. Furthermore, a member of this race able to cast
  136. domain spells that correspond to the elemental plane
  137. the race has ties to casts its domain powers and spells
  138. at +1 caster level. This ability does not give members of
  139. this race early access to level-based powers; it only affects
  140. powers that they could already use without this ability.
  141. Elven Magic (2 RP): Prerequisites: Elf subtype; Benefit:
  142. Members of this race gain a +2 bonus on caster level
  143. checks made to overcome spell resistance. In addition,
  144. they also receive a +2 racial bonus on Spellcraft checks
  145. made to identify the properties of magic items.
  146. Fiendish Sorcery (1 RP): Prerequisites: Outsider (native)
  147. with ties to Abaddon, the Abyss, or Hell; Benefit: If a
  148. member of this race is a sorcerer with the Abyssal or
  149. Infernal bloodline, it treats its caster level as 1 higher
  150. when casting bonus spells and bloodline powers. This
  151. ability does not give members of this race early access to
  152. level-based powers; it only affects powers that they could
  153. already use without this ability.
  154. Gnome Magic (1 RP): Prerequisites: Gnome subtype;
  155. Benefit: Members of this race gain a +1 bonus to the DC of
  156. any saving throws against illusion spells that they cast.
  157. If the member of this race has a Charisma of 11 or higher
  158. it also gains the following spell-like abilities: 1/day—
  159. dancing lights, ghost sounds, prestidigitation, and speak with
  160. animals. The caster level for these effects is equal to the
  161. gnome’s level. The DC for the spell-like abilities is equal
  162. to 10 + the spell’s level + the caster’s Charisma modifier.
  163. Lightbringer (2 RP): Prerequisites: None; Benefit:
  164. Members of this race are immune to light-based blindness
  165. and dazzle effects, and are treated as one level higher
  166. when determining the effects of any light-based spell or
  167. effects they cast (including spell-like and supernatural
  168. abilities). If a member of this race has an Intelligence of
  169. 10 or higher, it may use light at will as a spell-like ability.
  170. Magical Linguist (2 RP): Prerequisites: None; Benefit:
  171. Members of this race gain a +1 bonus to the DC of spells
  172. they cast with the language-dependent descriptor or those
  173. that create glyphs, symbols, or other magical writings.
  174. They also gain a +2 racial saving throw bonus against
  175. such spells. If a member of this race has a Charisma of 11
  176. or higher, they also gain the following spell-like abilities:
  177. 1/day—arcane mark, comprehend languages, message, read
  178. magic. The caster level for these effects is equal to the
  179. user’s character level.
  180. Pyromaniac (2 RP): Prerequisites: None; Benefit:
  181. Members of this race are treated as 1 level higher when
  182. casting spells with the fire descriptor, using granted
  183. powers of the Fire domain, using bloodline powers of
  184. the f ire elemental bloodline, using the revelations of
  185. the oracle’s f lame mystery, and when determining the
  186. damage of alchemist bombs that deal f ire damage. This
  187. ability does not give members of this race early access
  188. to level-based powers; it only affects powers that they
  189. could already use without this ability. If a member of
  190. this race has a Charisma of 11 or higher, it also gains the
  191. following spell-like abilities: 1/day—dancing lights, f lare,prestidigitation, produce f lame. The caster level for these
  192. spell-like abilities is equal to individual’s character
  193. level.
  194. Spell-Like Ability (Variable, see special): Prerequisites:
  195. None; Benefit: Choose a 2nd-level or lower spell that does
  196. not attack a creature or that deals damage. Members of
  197. this race can use this spell as a spell-like ability 1/day.
  198. The caster level of the spell is equal to the character level
  199. of the user. Special: This ability costs as many RP as the
  200. level of the spell chosen (except for 0-level spells, which
  201. cost 1 RP). This ability can be taken up to three times.
  202. Each time it is taken, the race gains another spell or the
  203. ability to cast a spell already chosen once more per day.
  204. Stonesinger (1 RP): Prerequisites: None; Benefit:
  205. Members of this race are treated as 1 level higher when
  206. casting spells with the earth descriptor or using powers
  207. of the Earth domain, the bloodline powers of the earth
  208. elemental bloodline, and revelations of the oracle’s stone
  209. mystery. This ability does not give members of this race
  210. early access to level-based powers; it only affects powers
  211. that they could already use without this ability.
  212. Svirfneblin Magic (2 RP): Prerequisites: Gnome subtype;
  213. Benefit: Members of this race add +1 to the DC of any
  214. illusion spells they cast. They also gain the following
  215. spell-like abilities: constant—nondetection; 1/day—
  216. blindness/deafness, blur, disguise self. The DC for the spells
  217. is equal to 10 + the spell’s level + the caster’s Charisma
  218. modifier.
  219.  
  220.  
  221. Climb (1 RP): Prerequisites: Normal speed trait; Benefit:
  222. Members of this race have a climb speed of 20 ft., and
  223. gain the +8 racial bonus on Climb checks that a climb
  224. speed normally grants.
  225. Sprinter (1 RP): Prerequisites: Normal speed trait; Benefit:
  226. Members of this race gain a +10 ft. racial bonus to their
  227. speed when using the charge, run, or withdraw actions.
  228. Swamp Stride (1 RP): Prerequisites: Normal speed trait;
  229. Benefit: Members of this race can move through difficult
  230. terrain at their normal speed while within a swamp.
  231. Magically altered terrain affects them normally.
  232.  
  233.  
  234. up to 3 of:
  235.  
  236. Bite (1 RP): Prerequisites: Small or larger size; Benefit:
  237. Members of this race gain a natural bite attack, dealing
  238. damage equivalent to that of a creature two size categories
  239. lower than normal for their size (Bestiary 302; 1d2 for
  240. Small races, 1d3 for Medium, etc.). The bite is a primary
  241. attack, or a secondary attack if the creature is wielding
  242. manufactured weapons. Special: This ability can be taken
  243. up to two times. The second time it is taken, the bite
  244. damage increases by one size category.
  245. Elemental Assault (1 RP): Prerequisites: Outsider (native)
  246. with ties to an elemental plane; Benefit: Pick one of the
  247. following energy types that corresponds to the plane the
  248. race has ties to: acid (earth), cold (water), electricity (air),
  249. or fire (fire). Members of this race gain the following
  250. supernatural ability: Once per day as a swift action, you
  251. can call on the elemental power lurking in your veins to
  252. shroud your arms in the energy type that corresponds
  253. to the elemental plane your race has ties to. Unarmed
  254. strikes with your elbows or hands (or attacks with
  255. weapons held in those hands) deal +1d6 points of damage
  256. of the appropriate energy type. This lasts for 1 round per
  257. character level. You may end the effects of your elemental
  258. assault early as a free action.
  259. Ferocity (4 RP): Prerequisites: None; Benefit: When a
  260. member of this race’s hit points fall below 0 but it is not
  261. yet dead, it can continue to fight. If it does, it is staggered,
  262. and loses 1 hit point each round. Members of this race
  263. still die when their hit points reach a negative amount
  264. equal to their Constitution score.
  265. Gatecrasher (2 RP): Prerequisites: None; Benefit:
  266. Members of this race gain a +2 bonus on Strength checks
  267. to break objects and a +2 bonus on combat maneuver
  268. checks to sunder.
  269. Hatred (1 RP): Prerequisites: None; Benefit: Choose two
  270. subtypes of humanoids or one creature type other than
  271. humanoid. Members of this race gain a +1 bonus on attack
  272. rolls against creatures of these subtypes or this type.
  273. Orc Ferocity (2 RP): Prerequisites: Orc subtype; Benefit:
  274. Once per day, when a member of this race is reduced to
  275. fewer than 0 hit points but is not killed, it can fight on
  276. for 1 more round as if disabled. At the end of its next turn,
  277. unless brought to above 0 hit points, it immediately falls
  278. unconscious and begins to die.
  279. Poison Use (1 RP): Prerequisites: None; Benefit: Members of
  280. this race are skilled with poison and never risk accidentally
  281. poisoning themselves when applying it to weapons.
  282. Relentless (1 RP): Prerequisites: None; Benefit: Members
  283. of this race gain a +2 bonus on combat maneuver checks
  284. made to bull rush or overrun an opponent. This bonus
  285. only applies while both the member of this race and its
  286. opponent are standing on the ground.
  287. Stench Aura (4 RP): Prerequisites: Monstrous humanoid
  288. or undead type or reptilian subtype; Benefit: Members
  289. of this race secrete a terrible scent as a 15-foot aura that
  290. nearly every other creature finds offensive. All living
  291. creatures (except those with the stench aura ability)
  292. within the aura must succeed at a Fortitude saving throw
  293. (DC 10 + 1/2 the stench creature’s character level + the
  294. stench creature’s Constitution modifier) or be sickened
  295. for 5 rounds. Creatures that succeed at the saving throw
  296. cannot be sickened by the same creature’s stench aura for
  297. 24 hours. A delay poison or neutralize poison spell or similar
  298. effect removes the effect from the sickened creature. This
  299. is a poison effect. Special: This ability can be taken up to
  300. two times. The second time it is taken, the size of the
  301. aura increases to 30 feet, and the duration of the effect
  302. increases to 10 rounds.
  303. Sticky Tongue (2 RP): Prerequisites: Medium or larger size;
  304. Benefit: Members of this race can make an attack with their
  305. long, sticky tongue as a melee attack. This is a secondary
  306. attack. A creature hit by this cannot move more than 10
  307. feet away from the attacker and takes a –2 penalty to AC as
  308. long as the tongue is attached (this penalty does not stack if
  309. multiple tongues are attached). The tongue can be removed
  310. by the target or an adjacent ally by making an opposed
  311. Strength check against the attacking creature as a standard
  312. action or by dealing 2 points of damage to the tongue (AC 11,
  313. damage does not reduce your hit points). Members of this
  314. race cannot move more than 10 feet away from a creature
  315. stuck to its tongue, but it can release its tongue from the
  316. target as a free action. Members of this race can only have
  317. one creature attached to its tongue at a time. Special: This
  318. ability can be taken up to two times. The second time
  319. it is taken, members of this race gain the ability to pull a
  320. creature attached to their tongue 5 feet as a swift action.
  321. Swarming (1 or 2 RP): Prerequisites: Medium or smaller
  322. size; Benefit: Members of this race are used to living and
  323. fighting communally with other members of their race.
  324. Up to two members of this race can share the same square
  325. at the same time. If two members of this race that are
  326. occupying the same square attack the same foe, they are
  327. considered to be f lanking that foe as if they were in two
  328. opposite squares. Special: If the race is Small or smaller,
  329. this ability costs 1 RP. If the race is Medium, it costs 2 RP.
  330. Terrifying Croak (2 RP): Prerequisites: None; Benefit: As
  331. a supernatural ability, once per hour, as a standard action,
  332. members of this race can emit a thunderous croak. Any
  333. creature not of the race’s subtype (if humanoid) or type
  334. (if another race type) must make a Will saving throw (DC
  335. 10 + 1/2 creature’s level + creature’s Charisma modifier)
  336. or become shaken for 1d4 rounds. Creatures that save
  337. cannot be affected again by a terrifying croak made by a
  338. creature of your subtype (if humanoid) or type (if another
  339. race type) for 24 hours. Creatures that are already shaken
  340. become frightened for 1d4 rounds instead.
  341. Toxic (1 RP): Prerequisites: Reptilian or vishkanya subtype
  342. ; Benefit: Members of this race gain the following ability:
  343. A number of times per day equal to your Constitution
  344. modifier (minimum 1/day), you can envenom a weapon
  345. that you wield with your toxic saliva or blood (using blood
  346. requires you to be injured when you use this ability).
  347. Applying venom in this way is a swift action.
  348. Venom: Injury; save Fort DC 10 + 1/2 your Hit Dice + your
  349. Constitution modifier; frequency 1/round for 6 rounds;
  350. effect 1d2 Dex; cure 1 save.
  351. Weapon Familiarity (1 RP): Prerequisites: None; Benefit:
  352. Choose up to two weapons, or one weapon and a racial
  353. weapon group. When choosing a racial weapon group, you
  354. must choose a group that includes the same name as one
  355. of your subtypes. Members of this race are proficient with
  356. those weapons. For the purposes of weapon familiarity,
  357. all bows are considered one weapon. Special: This ability
  358. can be taken up to two times. The second time it is taken,
  359. the race becomes proficient with another two weapons or
  360. one weapon and a racial weapon group.
  361.  
  362. any number:
  363.  
  364. Adaptability (1 RP): Prerequisites: Human subtype; Benefit:
  365. Members of this race receive Skill Focus as a bonus feat
  366. at 1st level.
  367. Bonus Feat (4 RP): Prerequisites: Human subtype; Benefit:
  368. Members of this race select one extra feat at 1st level.
  369. Camouf lage (1 RP): Prerequisites: None; Benefit:
  370. Members of this race gain a +4 racial bonus on Stealth
  371. checks while in marshes or forested areas.
  372. Cave Dweller (2 RP): Prerequisites: None; Benefit:
  373. Members of this race gain a +1 bonus on Knowledge
  374. (dungeoneering) and Survival checks made underground.
  375. Craftsman (1 RP): Prerequisites: None; Benefit: Member
  376. of this race gain a +2 racial bonus on all Craft or Profession
  377. checks to create objects from metal or stone.
  378. Gift of Tongues (2 RP): Prerequisites: Standard or
  379. linguist language array; Benefit: Members of this race
  380. gain a +1 racial bonus on Bluff and Diplomacy checks,
  381. and they learn one additional language every time they
  382. put a rank in the Linguistics skill.
  383. Gifted Linguist (2 RP): Prerequisites: None; Benefit:
  384. Members of this race gain a +4 racial bonus on Linguistics
  385. checks and they learn one additional language every time
  386. they put a rank in the Linguistics skill.
  387. Greed (1 RP): Prerequisites: None; Benefit: Members of
  388. this race gain a +2 bonus on Appraise checks to determine
  389. the price of nonmagical goods that contain precious
  390. metals or gemstones.
  391. Integrated (1 RP): Prerequisites: None; Benefit: Members
  392. of this race gain a +1 bonus on Bluff, Disguise, and
  393. Knowledge (local) checks.
  394. Master Tinker (2 RP): Prerequisites: None; Benefit:
  395. Member of this race gain +1 bonus on Disable Device and
  396. Knowledge (engineering) checks. Members of this race
  397. are also treated as proficient with any weapon you have
  398. personally crafted.
  399. Rodent Empathy (1 RP): Prerequisites: Ratfolk subtype;
  400. Benefit: Members of this race gain a +4 bonus on Handle
  401. Animal checks made to inf luence rodents.
  402. Silent Hunter (2 RP): Prerequisites: None; Benefit:
  403. Members of this race reduce the penalty for using Stealth
  404. while moving by –5 and can make Stealth checks while
  405. running at a –20 penalty (this number includes the
  406. penalty reduction from this ability).
  407. Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a
  408. single skill. Members of this race gain a +2 racial bonus
  409. on skill checks made with this skill. Alternatively, pick
  410. two related skills—each member of this race must choose
  411. between gaining a +1 bonus to one of these two skills
  412. during character creation. Special: This ability can be
  413. taken up to three times. Each time it is taken, choose a
  414. different skill (+2 bonus) or two different skills (+1 bonus
  415. on one of character’s choice).
  416. Skilled (4 RP): Prerequisites: Human subtype; Benefit:
  417. Members of this race gain an additional skill rank at 1st
  418. level and one additional rank whenever they gain a level.
  419. Sneaky (4 RP): Prerequisites: Goblinoid subtype; Benefit:
  420. Members of this race gain a +4 racial bonus on Stealth
  421. checks. Special: This ability cannot be taken with any
  422. of these abilities: skill bonus (Stealth), sneaky rider, or
  423. underground sneak.
  424. Sneaky Rider (8 RP): Prerequisites: Goblinoid subtype;
  425. Benefit: Members of this race gain a +4 racial bonus on
  426. Ride and Stealth checks. Special: This ability cannot be
  427. taken with any of these abilities: skill bonus (Stealth),
  428. sneaky, or underground sneak.
  429. Sociable (1 RP): Prerequisites: None; Benefit: When
  430. members of this race attempt to change a creature’s
  431. attitude with a Diplomacy check and fail by 5 or more,
  432. they can try to inf luence the creature a second time even
  433. if 24 hours have not passed.
  434. Stalker (1 RP): Prerequisites:
  435. None; Benefit: Perception
  436. and Stealth are always
  437. class skills for members
  438. of this race.
  439. Stonecunning (1 RP):
  440. Prerequisites: None; Benefit:
  441. Members of this race receive
  442. a +2 bonus on Perception checks
  443. to potentially notice unusual
  444. stonework, such as traps and hidden
  445. doors located in stone walls or f loors. They
  446. receive a check to notice such features whenever
  447. they pass within 10 feet of them, whether or not
  448. they are actively looking.
  449. Underground Sneak (5 RP): Prerequisites: Race
  450. is native to the Darklands; Benefit: Members of
  451. this race gain a +2 racial bonus on Stealth checks;
  452. this increases to a +4 bonus underground. They also
  453. gain a +2 racial bonus on Craft (alchemy) checks and
  454. Perception checks.
  455. Water Child (2 RP): Prerequisites: None; Benefit: Members
  456. of this race gain a +4 racial bonus on Swim checks, can
  457. always take 10 while swimming, and may choose Aquan as
  458. a bonus language.
  459.  
  460. Darkvision 60 ft. (2 RP): Prerequisites: None; Benefit:
  461. Members of this race can see in the dark up to 60 feet.
  462. Darkvision 120 ft. (3 RP): Prerequisites: None; Benefit:
  463. Members of this race can see in the dark up to 120 feet.
  464. Low-Light Vision (1 RP): Prerequisites: None; Benefit:
  465. Members of this race can see twice as far as a race with
  466. normal vision in conditions of dim light.
  467.  
  468. Amphibious (2 RP): Prerequisites: Swim racial ability;
  469. Benefit: Members of this race are amphibious and can
  470. breathe both air and water.
  471. Hold Breath (1 RP): Prerequisites: None; Benefit:
  472. Members of this race can hold their breath for a number
  473. of rounds equal to four times their Constitution before
  474. risking drowning or suffocating.
  475. Prehensile Tail (2 RP): Prerequisites: None; Benefit:
  476. Members of this race have a long, f lexible tail that can
  477. be used to carry objects. They cannot wield weapons with
  478. their tail, but they cannot retrieve small stowed objects
  479. carried on their persons as a swift action.
  480.  
  481.  
  482. Light Blindness (–2 RP): Prerequisites: Darkvision or
  483. see in darkness abilities; Weakness: Abrupt exposure to
  484. bright light blinds members of this race for 1 round;
  485. on subsequent rounds, they are dazzled as long as they
  486. remain in the affected area.
  487. Light Sensitivity (–1 RP): Prerequisites: Any darkvision
  488. ability; Weakness: Members of this race are dazzled as
  489. long as they remain in an area of bright light.
  490. Resurrection Vulnerability (–1 RP): Prerequisites:
  491. Undead type or half-undead subtype; Weakness: A raise
  492. dead spell cast on a member of this race can destroy it
  493. (Will negates). Using the spell in this way does not require
  494. a material component.
  495. Vulnerable to Sunlight (–2 RP): Prerequisites: native to
  496. the Darklands or the Plane of Shadow; Weakness: You take
  497. 1 point of Constitution damage after every hour you are
  498. exposed to sunlight.