- Up to a maximum of 3:
- Ancient Foe (3 RP): Prerequisites: None; Benefit: Choose
- one monster type or one subtype of the humanoid
- type. Members of this race gain a +2 dodge bonus to AC
- against monsters of that type and a +2 racial bonus on
- combat maneuver checks made to grapple creatures of
- that type.
- Cat’s Luck (1 RP): Prerequisites: The race has a +2 racial
- bonus to Dexterity; Benefit: Members of this race gain the
- following ability: Once per day, when you make a Ref lex
- saving throw, you can roll the saving throw twice and
- take the better result. You must decide to use this ability
- before the saving throw is attempted.
- Celestial Resistance (2 RP): Prerequisites: Outsider
- (native) with ties to Elysium, Heaven, or Nirvana;
- Benefit: Members of this race gain acid resistance 5, cold
- resistance 5, and electricity resistance 5.
- Defensive Training, Lesser (1 RP): Prerequisites: None;
- Benefit: Choose one subtype of humanoid. Members of
- this race gain a +4 dodge bonus to AC against humanoids
- of the chosen type.
- Defensive Training, Greater (3 RP): Prerequisites: None;
- Benefit: Members of this race gain a +2 dodge bonus to
- Armor Class.
- Desert Runner (2 RP): Prerequisites: None; Benefit:
- Members of this race receive a +4 racial bonus on
- Constitution checks and Fortitude saves to avoid fatigue,
- exhaustion, or other ill effects from running, forced
- marches, starvation, thirst, or hot or cold environments.
- Dual-Minded (1 RP): Prerequisites: Humanoid with two
- subtypes or race with the half-construct or half-undead
- subtype; Benefit: Members of this race gain a +2 bonus on
- all Will saving throws.
- Duergar Immunities (4 RP): Prerequisites: Dwarf
- subtype; Benefit: Members of this race are immune to
- paralysis, phantasms, and poison. They also gain a +2
- racial bonus on saving throws against spells and spelllike
- abilities.
- Elemental Resistance (1 RP): Prerequisites: Outsider
- (native) with ties to an elemental plane; Benefit: Pick one of
- the following energy types that corresponds to the plane
- the race has ties to: acid (earth), cold (water), electricity
- (air), or fire (fire). Members of this race have resistance
- 5 to the corresponding energy type. Special: This ability
- can be taken more than once. Each time it is taken, select
- another energy type that the race has ties to.
- Elf Immunities (2 RP): Prerequisites: Elf subtype;
- Benefit: Members of this race are immune to magic sleep
- effects and gain a +2 racial bonus on saving throws made
- against enchantment spells and effects.
- Eternal Hope (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +2 racial bonus on saving
- throws against fear and despair effects. Also, once per
- day, after a natural roll of 1 on a d20, members of this
- race may reroll and use the second result.
- Fearless (1 RP): Prerequisites: None; Benefit: Members
- of this race gain a +2 racial bonus on all saving throws
- against fear. Special: This bonus stacks with the bonus
- granted by half ling luck and fortunate.
- Fiendish Resistance (2 RP): Prerequisites: Outsider
- (native) with ties to Abaddon, the Abyss, or Hell; Benefit:
- Members of this race gain cold resistance 5, electricity
- resistance 5, and fire resistance 5.
- Fortunate (4 RP): Prerequisites: None; Benefit: Members
- of this race gain a+2 racial bonus on all saving throws.
- Half ling Luck (2 RP): Prerequisites: Half ling subtype;
- Benefit: Members of this race gain a +1 racial bonus on all
- saving throws.
- Illusion Resistance (1 RP): Prerequisites: None; Benefit:
- Members of this race gain a +2 racial bonus on saving
- throws against illusion spells or effects.
- Natural Armor (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +1 natural armor bonus.
- Plagueborn (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +2 racial bonus on saving
- throws against disease, ingested poisons, and becoming
- nauseated or sickened.
- Poison Resistance (1 RP): Prerequisites: None; Benefit:
- Members of this race gain a racial bonus on saving throws
- against poison effects equal to their Hit Dice.
- Shadow Blending (1 RP): Prerequisites: Shadow
- resistance racial ability; Benefit: Attacks made against
- members of this race while they are in dim light have a
- 50% miss chance instead of the normal 20% miss chance.
- This ability does not grant total concealment; it just
- increases the miss chance. This is a supernatural ability.
- Shadow Resistance (2 RP): Prerequisites: None; Benefit:
- Members of this race gain cold resistance 5 and electricity
- resistance 5.
- Spell Resistance, Lesser (2 RP): Prerequisites: None;
- Benefit: Members of this race gain spell resistance equal
- to 6 + its level.
- Spell Resistance, Greater (3 RP): Prerequisites: None;
- Benefit: Members of this race gains spell resistance equal
- to 11 + its level.
- Stability (1 RP): Prerequisites: None; Benefit: Members
- of this race receive a +4 racial bonus to their Combat
- Maneuver Defense when resisting a bull rush or trip
- attempt while standing on the ground.
- Stubborn (1 RP): Prerequisites: None; Benefit: Members of
- this race gain a +2 racial bonus on Will saving throws to resist
- spells and spell-like abilities of the enchantment (charm)
- and enchantment (compulsion) subschools. In addition, if
- a member of this race fails such a save, it receives another
- save 1 round later to prematurely end the effect (assuming
- the spell or spell-like ability has a duration greater than 1
- round). This second save is made at the same DC as the first.
- If the member of the race has a similar ability from another
- source (such as a rogue’s slippery mind class feature), it can
- only use one of these abilities per round, but can try one on
- the second round it the first reroll ability fails.
- up to a maximum of 3:
- Change Shape (6 RP): Prerequisites: Fey, humanoid, or
- monstrous humanoid type; Benefit: Members of this race
- gain the following supernatural ability: You can assume
- the appearance of a Small or Medium humanoid as the
- alter self spell.
- Dreamspeaker (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +1 bonus to the saving throw
- DCs of divine spells and spells that produce sleep effects
- that they cast. In addition, if a member of this race has
- a Charisma of 15 or higher, it may use dream once per
- day as a spell-like ability (with a caster level equal to the
- individual’s character level).
- Elemental Affinity (1 RP): Prerequisites: Outsider (native)
- with ties to an elemental plane; Benefit: Pick one of the
- following energy types that corresponds to the plane the
- race has ties to: acid (earth), cold (water), electricity (air),
- or fire (fire). If a member of the race is a sorcerer with the
- corresponding elemental bloodline, it treats its Charisma
- score as 2 points higher for all sorcerer spells and class
- abilities. Furthermore, a member of this race able to cast
- domain spells that correspond to the elemental plane
- the race has ties to casts its domain powers and spells
- at +1 caster level. 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.
- Elven Magic (2 RP): Prerequisites: Elf subtype; Benefit:
- Members of this race gain a +2 bonus on caster level
- checks made to overcome spell resistance. In addition,
- they also receive a +2 racial bonus on Spellcraft checks
- made to identify the properties of magic items.
- Fiendish Sorcery (1 RP): Prerequisites: Outsider (native)
- with ties to Abaddon, the Abyss, or Hell; Benefit: If a
- member of this race is a sorcerer with the Abyssal or
- Infernal bloodline, it treats its caster level as 1 higher
- when casting bonus spells and bloodline powers. 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.
- Gnome Magic (1 RP): Prerequisites: Gnome subtype;
- Benefit: Members of this race gain a +1 bonus to the DC of
- any saving throws against illusion spells that they cast.
- If the member of this race has a Charisma of 11 or higher
- it also gains the following spell-like abilities: 1/day—
- dancing lights, ghost sounds, prestidigitation, and speak with
- animals. The caster level for these effects is equal to the
- gnome’s level. The DC for the spell-like abilities is equal
- to 10 + the spell’s level + the caster’s Charisma modifier.
- Lightbringer (2 RP): Prerequisites: None; Benefit:
- Members of this race are immune to light-based blindness
- and dazzle effects, and are treated as one level higher
- when determining the effects of any light-based spell or
- effects they cast (including spell-like and supernatural
- abilities). If a member of this race has an Intelligence of
- 10 or higher, it may use light at will as a spell-like ability.
- Magical Linguist (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +1 bonus to the DC of spells
- they cast with the language-dependent descriptor or those
- that create glyphs, symbols, or other magical writings.
- They also gain a +2 racial saving throw bonus against
- such spells. If a member of this race has a Charisma of 11
- or higher, they also gain the following spell-like abilities:
- 1/day—arcane mark, comprehend languages, message, read
- magic. The caster level for these effects is equal to the
- user’s character level.
- Pyromaniac (2 RP): Prerequisites: None; 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 f ire elemental bloodline, using the revelations of
- the oracle’s f lame mystery, and when determining the
- damage of alchemist bombs that deal f ire 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—dancing lights, f lare,prestidigitation, produce f lame. The caster level for these
- spell-like abilities is equal to individual’s character
- level.
- Spell-Like Ability (Variable, see special): Prerequisites:
- None; Benefit: Choose a 2nd-level or lower spell that does
- not attack a creature or that deals damage. Members of
- this race can use this spell as a spell-like ability 1/day.
- The caster level of the spell is equal to the character level
- of the user. Special: This ability costs as many RP as the
- level of the spell chosen (except for 0-level spells, which
- cost 1 RP). This ability can be taken up to three times.
- Each time it is taken, the race gains another spell or the
- ability to cast a spell already chosen once more per day.
- Stonesinger (1 RP): Prerequisites: None; Benefit:
- Members of this race are treated as 1 level higher when
- casting spells with the earth descriptor or using powers
- of the Earth domain, the bloodline powers of the earth
- elemental bloodline, and revelations of the oracle’s stone
- mystery. This ability does not give members of this race
- early access to level-based powers; it only affects powers
- that they could already use without this ability.
- Svirfneblin Magic (2 RP): Prerequisites: Gnome subtype;
- Benefit: Members of this race add +1 to the DC of any
- illusion spells they cast. They also gain the following
- spell-like abilities: constant—nondetection; 1/day—
- blindness/deafness, blur, disguise self. The DC for the spells
- is equal to 10 + the spell’s level + the caster’s Charisma
- modifier.
- Climb (1 RP): Prerequisites: Normal speed trait; Benefit:
- Members of this race have a climb speed of 20 ft., and
- gain the +8 racial bonus on Climb checks that a climb
- speed normally grants.
- Sprinter (1 RP): Prerequisites: Normal speed trait; Benefit:
- Members of this race gain a +10 ft. racial bonus to their
- speed when using the charge, run, or withdraw actions.
- Swamp Stride (1 RP): Prerequisites: Normal speed trait;
- Benefit: Members of this race can move through difficult
- terrain at their normal speed while within a swamp.
- Magically altered terrain affects them normally.
- up to 3 of:
- Bite (1 RP): Prerequisites: Small or larger size; Benefit:
- Members of this race gain a natural bite attack, dealing
- damage equivalent to that of a creature two size categories
- lower than normal for their size (Bestiary 302; 1d2 for
- Small races, 1d3 for Medium, etc.). The bite is a primary
- attack, or a secondary attack if the creature is wielding
- manufactured weapons. Special: This ability can be taken
- up to two times. The second time it is taken, the bite
- damage increases by one size category.
- Elemental Assault (1 RP): Prerequisites: Outsider (native)
- with ties to an elemental plane; Benefit: Pick one of the
- following energy types that corresponds to the plane the
- race has ties to: acid (earth), cold (water), electricity (air),
- or fire (fire). Members of this race gain the following
- supernatural ability: Once per day as a swift action, you
- can call on the elemental power lurking in your veins to
- shroud your arms in the energy type that corresponds
- to the elemental plane your race has ties to. Unarmed
- strikes with your elbows or hands (or attacks with
- weapons held in those hands) deal +1d6 points of damage
- of the appropriate energy type. This lasts for 1 round per
- character level. You may end the effects of your elemental
- assault early as a free action.
- Ferocity (4 RP): Prerequisites: None; Benefit: When a
- member of this race’s hit points fall below 0 but it is not
- yet dead, it can continue to fight. If it does, it is staggered,
- and loses 1 hit point each round. Members of this race
- still die when their hit points reach a negative amount
- equal to their Constitution score.
- Gatecrasher (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +2 bonus on Strength checks
- to break objects and a +2 bonus on combat maneuver
- checks to sunder.
- Hatred (1 RP): Prerequisites: None; Benefit: Choose two
- subtypes of humanoids or one creature type other than
- humanoid. Members of this race gain a +1 bonus on attack
- rolls against creatures of these subtypes or this type.
- Orc Ferocity (2 RP): Prerequisites: Orc subtype; Benefit:
- Once per day, when a member of this race is reduced to
- fewer than 0 hit points but is not killed, it can fight on
- for 1 more round as if disabled. At the end of its next turn,
- unless brought to above 0 hit points, it immediately falls
- unconscious and begins to die.
- Poison Use (1 RP): Prerequisites: None; Benefit: Members of
- this race are skilled with poison and never risk accidentally
- poisoning themselves when applying it to weapons.
- Relentless (1 RP): Prerequisites: None; Benefit: Members
- of this race gain a +2 bonus on combat maneuver checks
- made to bull rush or overrun an opponent. This bonus
- only applies while both the member of this race and its
- opponent are standing on the ground.
- Stench Aura (4 RP): Prerequisites: Monstrous humanoid
- or undead type or reptilian subtype; Benefit: Members
- of this race secrete a terrible scent as a 15-foot aura that
- nearly every other creature finds offensive. All living
- creatures (except those with the stench aura ability)
- within the aura must succeed at a Fortitude saving throw
- (DC 10 + 1/2 the stench creature’s character level + the
- stench creature’s Constitution modifier) or be sickened
- for 5 rounds. Creatures that succeed at the saving throw
- cannot be sickened by the same creature’s stench aura for
- 24 hours. A delay poison or neutralize poison spell or similar
- effect removes the effect from the sickened creature. This
- is a poison effect. Special: This ability can be taken up to
- two times. The second time it is taken, the size of the
- aura increases to 30 feet, and the duration of the effect
- increases to 10 rounds.
- Sticky Tongue (2 RP): Prerequisites: Medium or larger size;
- Benefit: Members of this race can make an attack with their
- long, sticky tongue as a melee attack. This is a secondary
- attack. A creature hit by this cannot move more than 10
- feet away from the attacker and takes a –2 penalty to AC as
- long as the tongue is attached (this penalty does not stack if
- multiple tongues are attached). The tongue can be removed
- by the target or an adjacent ally by making an opposed
- Strength check against the attacking creature as a standard
- action or by dealing 2 points of damage to the tongue (AC 11,
- damage does not reduce your hit points). Members of this
- race cannot move more than 10 feet away from a creature
- stuck to its tongue, but it can release its tongue from the
- target as a free action. Members of this race can only have
- one creature attached to its tongue at a time. Special: This
- ability can be taken up to two times. The second time
- it is taken, members of this race gain the ability to pull a
- creature attached to their tongue 5 feet as a swift action.
- Swarming (1 or 2 RP): Prerequisites: Medium or smaller
- size; Benefit: Members of this race are used to living and
- fighting communally with other members of their race.
- Up to two members of this race can share the same square
- at the same time. If two members of this race that are
- occupying the same square attack the same foe, they are
- considered to be f lanking that foe as if they were in two
- opposite squares. Special: If the race is Small or smaller,
- this ability costs 1 RP. If the race is Medium, it costs 2 RP.
- Terrifying Croak (2 RP): Prerequisites: None; Benefit: As
- a supernatural ability, once per hour, as a standard action,
- members of this race can emit a thunderous croak. Any
- creature not of the race’s subtype (if humanoid) or type
- (if another race type) must make a Will saving throw (DC
- 10 + 1/2 creature’s level + creature’s Charisma modifier)
- or become shaken for 1d4 rounds. Creatures that save
- cannot be affected again by a terrifying croak made by a
- creature of your subtype (if humanoid) or type (if another
- race type) for 24 hours. Creatures that are already shaken
- become frightened for 1d4 rounds instead.
- Toxic (1 RP): Prerequisites: Reptilian or vishkanya subtype
- ; Benefit: Members of this race gain the following ability:
- A number of times per day equal to your Constitution
- modifier (minimum 1/day), you can envenom a weapon
- that you wield with your toxic saliva or blood (using blood
- requires you to be injured when you use this ability).
- Applying venom in this way is a swift action.
- Venom: Injury; save Fort DC 10 + 1/2 your Hit Dice + your
- Constitution modifier; frequency 1/round for 6 rounds;
- effect 1d2 Dex; cure 1 save.
- Weapon Familiarity (1 RP): Prerequisites: None; Benefit:
- Choose up to two weapons, or one weapon and a racial
- weapon group. When choosing a racial weapon group, you
- must choose a group that includes the same name as one
- of your subtypes. Members of this race are proficient with
- those weapons. For the purposes of weapon familiarity,
- all bows are considered one weapon. Special: This ability
- can be taken up to two times. The second time it is taken,
- the race becomes proficient with another two weapons or
- one weapon and a racial weapon group.
- any number:
- Adaptability (1 RP): Prerequisites: Human subtype; Benefit:
- Members of this race receive Skill Focus as a bonus feat
- at 1st level.
- Bonus Feat (4 RP): Prerequisites: Human subtype; Benefit:
- Members of this race select one extra feat at 1st level.
- Camouf lage (1 RP): Prerequisites: None; Benefit:
- Members of this race gain a +4 racial bonus on Stealth
- checks while in marshes or forested areas.
- Cave Dweller (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +1 bonus on Knowledge
- (dungeoneering) and Survival checks made underground.
- Craftsman (1 RP): Prerequisites: None; Benefit: Member
- of this race gain a +2 racial bonus on all Craft or Profession
- checks to create objects from metal or stone.
- Gift of Tongues (2 RP): Prerequisites: Standard or
- linguist language array; Benefit: Members of this race
- gain a +1 racial bonus on Bluff and Diplomacy checks,
- and they learn one additional language every time they
- put a rank in the Linguistics skill.
- Gifted Linguist (2 RP): Prerequisites: None; Benefit:
- Members of this race gain a +4 racial bonus on Linguistics
- checks and they learn one additional language every time
- they put a rank in the Linguistics skill.
- Greed (1 RP): Prerequisites: None; Benefit: Members of
- this race gain a +2 bonus on Appraise checks to determine
- the price of nonmagical goods that contain precious
- metals or gemstones.
- Integrated (1 RP): Prerequisites: None; Benefit: Members
- of this race gain a +1 bonus on Bluff, Disguise, and
- Knowledge (local) checks.
- Master Tinker (2 RP): Prerequisites: None; Benefit:
- Member of this race gain +1 bonus on Disable Device and
- Knowledge (engineering) checks. Members of this race
- are also treated as proficient with any weapon you have
- personally crafted.
- Rodent Empathy (1 RP): Prerequisites: Ratfolk subtype;
- Benefit: Members of this race gain a +4 bonus on Handle
- Animal checks made to inf luence rodents.
- Silent Hunter (2 RP): Prerequisites: None; Benefit:
- Members of this race reduce the penalty for using Stealth
- while moving by –5 and can make Stealth checks while
- running at a –20 penalty (this number includes the
- penalty reduction from this ability).
- Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a
- single skill. Members of this race gain a +2 racial bonus
- on skill checks made with this skill. Alternatively, pick
- two related skills—each member of this race must choose
- between gaining a +1 bonus to one of these two skills
- during character creation. Special: This ability can be
- taken up to three times. Each time it is taken, choose a
- different skill (+2 bonus) or two different skills (+1 bonus
- on one of character’s choice).
- Skilled (4 RP): Prerequisites: Human subtype; Benefit:
- Members of this race gain an additional skill rank at 1st
- level and one additional rank whenever they gain a level.
- Sneaky (4 RP): Prerequisites: Goblinoid subtype; Benefit:
- Members of this race gain a +4 racial bonus on Stealth
- checks. Special: This ability cannot be taken with any
- of these abilities: skill bonus (Stealth), sneaky rider, or
- underground sneak.
- Sneaky Rider (8 RP): Prerequisites: Goblinoid subtype;
- Benefit: Members of this race gain a +4 racial bonus on
- Ride and Stealth checks. Special: This ability cannot be
- taken with any of these abilities: skill bonus (Stealth),
- sneaky, or underground sneak.
- Sociable (1 RP): Prerequisites: None; Benefit: When
- members of this race attempt to change a creature’s
- attitude with a Diplomacy check and fail by 5 or more,
- they can try to inf luence the creature a second time even
- if 24 hours have not passed.
- Stalker (1 RP): Prerequisites:
- None; Benefit: Perception
- and Stealth are always
- class skills for members
- of this race.
- Stonecunning (1 RP):
- Prerequisites: None; Benefit:
- Members of this race receive
- a +2 bonus on Perception checks
- to potentially notice unusual
- stonework, such as traps and hidden
- doors located in stone walls or f loors. They
- receive a check to notice such features whenever
- they pass within 10 feet of them, whether or not
- they are actively looking.
- Underground Sneak (5 RP): Prerequisites: Race
- is native to the Darklands; Benefit: Members of
- this race gain a +2 racial bonus on Stealth checks;
- this increases to a +4 bonus underground. They also
- gain a +2 racial bonus on Craft (alchemy) checks and
- Perception checks.
- Water Child (2 RP): Prerequisites: None; Benefit: Members
- of this race gain a +4 racial bonus on Swim checks, can
- always take 10 while swimming, and may choose Aquan as
- a bonus language.
- Darkvision 60 ft. (2 RP): Prerequisites: None; Benefit:
- Members of this race can see in the dark up to 60 feet.
- Darkvision 120 ft. (3 RP): Prerequisites: None; Benefit:
- Members of this race can see in the dark up to 120 feet.
- Low-Light Vision (1 RP): Prerequisites: None; Benefit:
- Members of this race can see twice as far as a race with
- normal vision in conditions of dim light.
- Amphibious (2 RP): Prerequisites: Swim racial ability;
- Benefit: Members of this race are amphibious and can
- breathe both air and water.
- Hold Breath (1 RP): Prerequisites: None; Benefit:
- Members of this race can hold their breath for a number
- of rounds equal to four times their Constitution before
- risking drowning or suffocating.
- Prehensile Tail (2 RP): Prerequisites: None; Benefit:
- Members of this race have a long, f lexible tail that can
- be used to carry objects. They cannot wield weapons with
- their tail, but they cannot retrieve small stowed objects
- carried on their persons as a swift action.
- Light Blindness (–2 RP): Prerequisites: Darkvision or
- see in darkness abilities; Weakness: Abrupt exposure to
- bright light blinds members of this race for 1 round;
- on subsequent rounds, they are dazzled as long as they
- remain in the affected area.
- Light Sensitivity (–1 RP): Prerequisites: Any darkvision
- ability; Weakness: Members of this race are dazzled as
- long as they remain in an area of bright light.
- Resurrection Vulnerability (–1 RP): Prerequisites:
- Undead type or half-undead subtype; Weakness: A raise
- dead spell cast on a member of this race can destroy it
- (Will negates). Using the spell in this way does not require
- a material component.
- Vulnerable to Sunlight (–2 RP): Prerequisites: native to
- the Darklands or the Plane of Shadow; Weakness: You take
- 1 point of Constitution damage after every hour you are
- exposed to sunlight.