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  1. Boo
  2. Boo Racial Traits:
  3. * +2 Dexterity, +2 Charisma, -2 Strength. Boos are sneaky pranksters.
  4. * Medium Humanoid (boo, half-undead). Boos do not age, but they still need to breathe and eat.
  5. * Boos have a base speed of 20 feet. They are never slowed by armor or encumberance.
  6. * Darkvision: Boos can see in the dark up to 60 feet.
  7. * Boos gain a +2 racial bonus on saving throws against disease and mind-affecting effects.
  8. * Boos take no penalties from energy-draining effects, though they can still be killed if they accrue more negative levels than they have Hit Dice. After 24 hours, any negative levels they've gained are removed without any additional saving throws.
  9. * Boos creatures are harmed by positive energy and healed by negative energy. A boo creature with the fast healing special quality still benefits from that quality.
  10. * Float: Boos are immune to ground-based attacks like caltrops and are unaffected by difficult terrain. However they can still take falling damage and be tripped or knocked prone.
  11. * Spell-like Ability: A boo with a Charisma score of 11 or higher can cast feather fall, mage hand, and dancing lights once per day as a sorcerer of his level.
  12. * Boos always treat Intimidate and Stealth as class skills.
  13. Boos can take feats to gain the following:
  14. * The ability to glide (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 20' (perfect), but only downwards. Additionally, the boo gains a flight speed of 20' (perfect) when he has 5 ranks in Fly, plus an additional 5' per 2 ranks beyond that.
  15. * The ability to become invisible (as the spell) until the start of the next round as a full-round action. When the boo gains 3 ranks in Stealth he can become invisible as a standard action. This improves to a move action at 7 ranks, a swift action at 11 ranks, and an immediate action at 15 ranks. Prerequisites: 1 rank in Stealth.
  16. * Levitate a number of times per day equal to the boo's Charisma bonus. At 9th level the boo can cast telekinesis as many times per day. Prerequisite: 3rd level, Charisma 13.
  17.  
  18.  
  19. Deku
  20. Deku Racial Traits:
  21. * +2 Constitution, +2 Charisma, -2 Strength. Deku are shrewd and paranoid.
  22. * Small Humanoid (deku)
  23. * Deku have a base speed of 30 feet.
  24. * Low-Light Vision: Deku can see twice as far as humans in conditions of dim light.
  25. * Natural Armor: Deku have a +1 natural armor bonus to AC.
  26. * Deku Immunities: Deku are immune to paralysis, poison, and stunning.
  27. * Camouflage: Deku receive a +4 racial bonus on Stealth checks while in forests or swamps.
  28. * Fire Vulnerability: Deku take 50% more damage from fire.
  29. * Deku have a +2 racial bonus to Swim checks.
  30. Dekus may take feats to gain the following:
  31. * Fast healing equal to 1/5 the deku's level whenever he is in direct sunlight. Prerequisites: Great Fortitude.
  32. * The ability to spit a seed as a natural ranged attack with a 20' increment dealing 1d6 bludgeoning damage per character level. This is a supernatural ability. The attack is treated as a thrown weapon for all purposes (the deku adds his Strength modifier to the damage roll). At 5th level the seed gains a +1 enhancement bonus which improves to +2 at 9th level, +3 at 13th level, +4 at 17th level, and +5 at 20th.
  33. * The ability to cast feather fall a number of times per day equal to the deku's Wisdom modifier. At 7th level the deku can cast command plants as many times per day. At 15th level the deku can cast control plants as many times per day. These are spell-like abilities cast as a druid of the deku's level and the save DC is Wisdom based.
  34.  
  35.  
  36. Fairy
  37. Fairy Racial Traits:
  38. * +2 Dexterity, +2 Charisma, -4 Strength. Fairies are small and graceful.
  39. * Tiny Fey
  40. * Fairies have a base speed of 30 feet.
  41. * Low-light Vision: Fey can see twice as far as humans in conditions of dim light.
  42. * Spell-Like Ability: A fairy with a Charisma score of 11 or higher can cast charm person, cure light wounds, and feather fall once per day as a sorcerer of his level (the save DCs are Charisma-based).
  43. * Glow: A fairy sheds light as a torch and gains a +2 circumstance bonus to Perception checks. ("Hey! Listen!") A fairy can suppress this ability as a swift action.
  44. Fairies may take feats to gain the following:
  45. * One additional use of cure light wounds per day per level. The fairy can also expend 4 daily uses of this spell to cast lesser restoration, 6 daily uses to cast remove disease, 8 daily uses to cast neutralize poison, 10 daily uses to cast breath of life, and 12 daily uses to cast heal.
  46. * Wings, granting the ability to glide (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 20' (perfect), but only downwards. Additionally, the fairy gains a flight speed of 20' (perfect) when he has 5 ranks in Fly, plus an additional 5' per 2 ranks beyond that. Prerequisite: 1 rank in fly.
  47. * As a swift action the fairy may amplify his daily glow ability to be as powerful as a daylight spell for 1 round, and the Perception bonus improves to +4. Prerequisite: 3 ranks in Perception.
  48.  
  49.  
  50. Gerudo
  51. Gerudo Racial Traits:
  52. Gerudos use the same racial traits as humans.
  53. Gerudo may take feats to gain the following:
  54. * Gerudo Mounted Combat: If you have an animal companion horse you gain the benefits of the Mounted Combat feat while riding it. You may also substitute your Ride check for your mount's Combat Maneuver Defense. This feat counts as Mounted Combat for the purpose of feat and prestige class prerequisites.
  55.  
  56.  
  57. Goomba
  58. Goomba Racial Traits:
  59. * +2 Strength, +2 Wisdom, -2 Constitution. Goombas are tough cave-dwellers.
  60. * Small Humanoid (mushroomfolk)
  61. * Goombas have a base speed of 20 feet. They are never slowed by armor or encumberance.
  62. * Terrain Stride: Goombas can move through natural difficult terrain at normal speed while underground.
  63. * Darkvision: Goombas can see in the dark up to 60 feet.
  64. * Bite: Goombas have a natural bite attack dealing 1d3 damage. This attack is treated as a two-handed weapon.
  65. * Cornered Fury: Whenever a goomba is reduced to half his hit points or fewer and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to AC.
  66. * Goombas have a +2 racial bonus to saving throws against fear effects and poison.
  67. Goombas may take feats to gain the following:
  68. * When drinking a potion (or eating a mushroom), use the goomba's character level in place of the potion's caster level.
  69. * The Goomba's bite attack does triple damage on a critical hit and its damage improves to 1d6.
  70.  
  71.  
  72. Goron
  73. Goron Racial Traits:
  74. * +2 Strength, +2 Intelligence, -2 Dexterity. Gorons are strong and inventive.
  75. * Medium Humanoid (goron)
  76. * Gorons have a base speed of 20 feet. Gorons are never slowed by armor or encumberance.
  77. * Darkvision: Gorons can see in the dark up to 60 feet.
  78. * Roll: A goron has a natural slam attack dealing 1d6 damage which is treated as a two-handed weapon. This attack can only be used as part of a charge.
  79. * Resistance: Gorons have fire resistance and acid resistance equal to their level.
  80. * Natural Armor: Gorons have a +1 natural armor bonus to AC.
  81. * Camouflage: Gorons have a +4 racial bonus to Hide checks in mountains, hills, and underground areas.
  82. * Stability: Gorons have a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
  83. Gorons may take feats to gain the following:
  84. * Fire immunity at the cost of cold vulnerability.
  85. * The ability to use the goron's natural slam attack at any time. The attack damage improves to 1d8 and the slam attack deals 2d6 damage on a charge.
  86. * DR /adamantine equal to 1/5 the goron's level (minimum 1). Prerequisite: Constitution 13.
  87.  
  88.  
  89. Human
  90. Human Racial Traits:
  91. * +2 to one ability score of the player's choice. There are more differences between most humans than there is between most races.
  92. * Medium Humanoid (human).
  93. * Humans have a base speed of 30 feet.
  94. * Bonus Feat: Humans select one extra feat at first level.
  95. * Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
  96. * Skill Training: A first level human chooses one skill. That skill is always considered a class skill. A human who takes levels in a class that has the chosen skill as a class skill gains a +1 racial bonus to checks with it.
  97. * Languages: Humans speak Common and may choose any languages as bonus languages.
  98. Humans may take feats to gain the following:
  99. * Two additional skills for Skill Training.
  100.  
  101.  
  102. Koopa
  103. Koopa Racial Traits:
  104. * +2 Constitution, +2 Wisdom, -2 Dexterity. Koopas are slow but steady.
  105. * Medium Humanoid (koopa)
  106. * Koopas have a base speed of 20 feet. Koopas are never slowed by armor or encumberance.
  107. * Low-Light Vision: Koopas can see twice as far as humans in conditions of dim light.
  108. * Natural Armor: Koopas have a +1 natural armor bonus to AC.
  109. * Tuck: As long as a koopa is not flat-footed he receives a +2 cover bonus to AC and Reflex saves against ranged attacks and effects. This includes ranged touch attacks and rays.
  110. * Reflective Shell: Once per day a koopa can deflect a single ray attack targeted at him as if using the Deflect Arrows feat.
  111. * Shell Slam: A koopa has a natural slam attack dealing 1d4 damage. This attack is treated as a two-handed weapon.
  112. * Energy Resistance: A first-level koopa chooses one of the following colors and gains the associated energy resistance:
  113. * Blue: Cold resistance equal to the koopa's level.
  114. * Green: Acid resistance equal to the koopa's level.
  115. * Red: Fire resistance equal to the koopa's level.
  116. * Yellow: Electricity resistance equal to the koopa's level.
  117. Koopas may take feats to gain the following:
  118. * No AC penalty when charging with a shell attack. The shell's damage improves to 1d8. At 4th level the koopa gains a racial AC bonus equal to 1/4 his level until the start of his next round anytime he uses his shell attack.
  119. * One additional energy resistance from the list above. The koopa may also deflect one additional ray per day. Prerequisite: Constitution 13
  120. * The ability to immediately reflect a ray at the original attacker when Reflective Shell is used, as the Snatch Arrows feat. Prerequisites: Charisma 13
  121.  
  122.  
  123. Mogma
  124. * +2 Strength, +2 Wisdom, -2 Dexterity. Mogmas are compulsive treasure hunters.
  125. * Mogmas have a base speed of 20 feet. They are never slowed by armor or encumberance.
  126. * Darkvision 60'.
  127. * Tremorsense 5'.
  128. * A mogma can burrow through loose dirt, sand, or gravel at a speed of 20 feet. However, burrowing is a standard action which provokes an attack of opportunity.
  129. * Claws: A mogma has a natural attack routine dealing 1d3/1d3 damage.
  130. Mogmas may take feats to gain the following:
  131. * The mogma's claw damage improves to 1d4/1d4 and their natural threat range improves to 19-20 (this stacks with Improved Critical and similar effects). At 11th level the mogma's claw damage improves to 1d6/1d6 and and the natural threat range improves to 18-20.
  132. * The mogma's claws are treated as magic adamantine weapons for the purpose of overcoming damage reduction. At 8th level the mogma can burrow as a move action. At 16th level the mogma can burrow through solid rock.
  133.  
  134.  
  135. Mushroomfolk
  136. Mushroomfolk Racial Traits:
  137. * +2 Strength, +2 Wisdom, -2 Constitution. Mushroomfolk are tough and loyal.
  138. * Small Humanoid (mushroomfolk)
  139. * Mushroomfolk have a base speed of 20 feet. They are never slowed by armor or encumberance.
  140. * Eternal Hope: Mushroomfolk have 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 roll, mushroomfolk may reroll and use the second result.
  141. * Cornered Fury: Whenever a mushroomfolk is reduced to half his hit points or fewer and has no conscious ally within 30 feet, he gains a +2 racial bonus on melee attack rolls and to AC.
  142. * Focused Study: At 1st, 8th, and 16th level, mushroomfolk gain Skill Focus in a skill of their choice as a bonus feat.
  143. * Mushroomfolk have a +2 racial bonus to saving throws against poison.
  144. Mushroomfolk may take feats to gain the following:
  145. * Eternal hope is no longer limited by uses per day, it may be used whenever the mushroomfolk rolls a 1 (if the second result is a 1 then it's a 1, there is no reroll).
  146. * When drinking a potion (or eating a mushroom), use the mushroomfolk's character level in place of the potion's caster level.
  147.  
  148.  
  149. Nomadimouse
  150. Nomadimouse Racial Traits:
  151. * +2 Dexterity, +2 Intelligence, -2 Strength
  152. * Small Humanoid (nomadimouse)
  153. * Nomadimice have a base speed of 30 feet.
  154. * Low-Light Vision: Nomadimice can see twice as far as humans in conditions of dim light.
  155. * Metal Scent: A nomadimouse can recognize familiar metals and even particular types of objects by scent (for example, a nomadimouse could tell the difference between a silver coin and a set of silverware without looking). This functions as the scent ability, but only for metals.
  156. * Sprinter: Nomadimice gain a +10' racial bonus to their speed when using the charge, run, or withdraw actions.
  157. * Skedaddle: Once per day a nomadimouse can move up to his movement speed plus 10 feet as an immediate action, fast enough to avoid a weapon attack or move out of a spell's area of effect. After using this ability the nomadimouse's speed is halved for one round. This movement provokes attacks of opportunity except from the square the nomadimouse leaves (similar to a withdraw action).
  158. * Sand Veil: Whenever a nomadimouse has cover its bonus improves by +1. Whenever a nomadimouse has concealment its bonus improves by 5%.
  159. * Swift As Shadows: Nomadimice reduce the penalty for using Stealth while moving at full speed by 5', and reduce the Stealth check penalty for sniping by 10.
  160. Nomadimice may take feats to gain the following:
  161. * The ability to use Skedaddle a number of times per day equal to the nomadimouse's Dexterity bonus.
  162. * Scent is no longer restricted to metals. The nomadimouse can detect metals with scent at three times the normal range.
  163. * The bonuses from Sand Veil improve to +2 and 10% respectively. At 10th level the bonuses improve to +3 and 15%. At 20th level the bonuses improve to +4 and 20%.
  164.  
  165.  
  166. Penguinfolk
  167. Penguinfolk Racial Traits:
  168. * +2 Constitution, +2 Charisma, -2 Dexterity
  169. * Small Humanoid (penguinfolk)
  170. * Penguinfolk have a base speed of 20 feet and a swim speed of 30 feet. A penguinfolk's speed is never reduced by armor or encumberance. A penguinfolk gains a +8 racial bonus to skill checks while swimming and can always take 10 on Swim checks.
  171. * Thick Fat: Penguinfolk have fire and cold resistance equal to their character level.
  172. * Slide: A penguinfolk who is knocked prone can still perform move and withdraw actions at his base land speed.
  173. * Spell-Like Ability: A penguinfolk with a Charisma score of 11 or higher can cast the following spells once per day: create water, ray of frost, chill touch.
  174. * Penguinfolk have a +2 racial bonus to Acrobatics and Fly checks.
  175. Penguinfolk may take feats to gain the following:
  176. * The penguinfolk can coat any squares he moves over while prone with thin ice as a swift action. This is effectively identical to the grease spell cast by a sorcerer of the penguinfolk's level. This also allows the penguinfolk to move across the surface of water, but the ice is only strong enough to support Small-sized creatures or prone Medium-sized creatures. Hot weather or flowing water reduces the duration to 1 round per level, and any kind of damage (except cold damage) instantly breaks the ice. The save DC is Charisma-based.
  177.  
  178.  
  179. Puni
  180. Puni Racial Traits:
  181. * +2 Constitution, +2 Wisdom, -2 Dexterity
  182. * Tiny Vermin (puni). Unlike other vermin, punis are not mindless.
  183. * Punis have a base speed of 30 feet.
  184. * Darkvision: Punis can see in the dark out to 60 feet.
  185. * Growth: As a swift action a puni can grow in size as the enlarge person spell, becoming a Medium-sized creature and gaining a +4 size bonus to Strength and an additional -4 size penalty to Dexterity. The puni can maintain this effect as a swift action each round for a total number of rounds equal to his level. When the effect ends the puni becomes fatigued for twice as many rounds as the effect lasted. This ability cannot be used while the puni is fatigued.
  186. Punis can take feats to gain the following:
  187. * The ability to grow to Large size with Growth with +6 Strength and -6 Dexterity. At 10th level the puni can grow to Huge size with +8 Strength and -8 Dexterity. The puni may choose between all available sizes the first round he uses Growth. Prerequisite: Great Fortitude.
  188. * Immunity to mind-affecting effects. Prerequisite: Iron Will.
  189.  
  190.  
  191. Rito
  192. Rito Racial Traits:
  193. * +2 Dexterity, +2 Wisdom, -2 Strength: Rito are graceful creatures.
  194. * Medium Humanoid (zora).
  195. * Rito have a base speed of 30 feet.
  196. * Darkvision: Rito can see in the dark up to 60 feet.
  197. * Gliding Wings: Rito take no damage from falling. A rito can safely fall while carrying up to his maximum load. While in midair a rito can move up to 5 feet in any horizontal direction for every 1 foot he falls, at a speed of 60 feet (clumsy) per round. A rito cannot gain height with these wings alone; he mrerely coasts in other directions as he falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, he can take advantage of the updraft to increase the distance he can glide.
  198. * Jumper: Rito are always considered to have a running start when making Acrobatics checks to jump.
  199. * Storm in the Blood: Rito gain fast healing 2 for 1 round anytime they take electricity damage. A rito can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  200. Rito may take feats to gain the following:
  201. * A flight speed of 35' (clumsy) plus 5' per rank in the Fly skill. Prerequisite: 5 ranks in Fly.
  202. * Electricity resistance equal to the rito's level. The rito can use ray of frost as a spell-like ability a number of times per day equal to his Charisma modifier, except this effect does electricity damage. The rito can use this ability to heal himself with Storm in the Blood. Prerequisite: Charisma 13.
  203.  
  204.  
  205. Shy Guy
  206. * +2 Dexterity, +2 Wisdom, -2 Intelligence
  207. * Small Humanoid (shy)
  208. * Shys have a base speed of 20 feet. They are never slowed by armor or encumberance.
  209. * Shys gain a +1 racial bonus to attack rolls with melee reach weapons and ranged bludgeoning weapons.
  210. * War Cry: Shys gain a +2 morale bonus to attack and damage rolls against enemies who are flat-footed because they lost initiative.
  211. * Shys have a +2 racial bonus to Hide and Intimidate checks.
  212. * Swarming: Up to two shys can share the same square at the same time. If two shys occupying the same square attack the same foe they are considered to be flanking that foe as if they were in two opposite squares.
  213. * Camouflage: Shys have a +4 racial bonus to Stealth checks in jungles and swamps.
  214. Shys may take feats to gain the following:
  215. * No size penalty for the Intimidate skill. Additionally, the demoralize use of Intimidate may be used on every creature within Close range (25' plus 5' per 2 levels).
  216.  
  217.  
  218. Subrosian
  219. Subrosian Racial Traits:
  220. * +2 Dexterity, +2 Intelligence, -2 Strength
  221. * Small Humanoid (subrosian)
  222. * Subrosians have a base speed of 30 feet.
  223. * Darkvision: Subrosians can see in the dark out to 60 feet.
  224. * Fire Immunity: Subrosians are immune to fire damage.
  225. * Cold Vulnerability: Subrosians take 50% more damage from cold.
  226. * Fire in the Blood: Subrosians gain fast healing 2 for 1 round anytime they take fire damage. Subrosians can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  227. Subrosians may take feats to gain the following:
  228. * The scent ability, but only for metals. This also grants a +2 racial bonus to Craft and Appraise checks to work with or identify metals.
  229.  
  230.  
  231. Tokay
  232. Tokay Racial Traits:
  233. * +2 Constitution, +2 Wisdom, -2 Intelligence
  234. * Medium Humanoid (reptilian)
  235. * Tokay have a base land speed of 30 feet, a swim speed of 30 feet, and a climb speed of 20 feet. They gain a +8 racial bonus to Climb and Swim checks and can always take 10 on those checks.
  236. * Low-Light Vision: Tokay can see twice as far as humans in conditions of dim light.
  237. * Camouflage: Tokay gain a +4 racial bonus to Stealth checks in water.
  238. * Prehensile Tail: Tokay have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
  239. * Scavenger: Tokay gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.
  240. Tokay may take feats to gain the following:
  241. * Scent.
  242.  
  243.  
  244. Ukiki
  245. Small Humanoid
  246. * +2 Dexterity, +2 Wisdom, -2 Strength. Ukiki are agile forest creatures.
  247. * Ukiki have a base land speed of 30 feet and a climb speed of 20 feet. They gain a +8 racial bonus to Climb checks and can always take 10 on those checks.
  248. * Low-light vision.
  249. * Prehensile Tail: Ukiki have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
  250. * Ukiki have a +2 racial bonus to Acrobatics checks.
  251. * Ukiki can speak with animals, as the spell, as an extraordinary ability.
  252.  
  253.  
  254. Yoshi
  255. Yoshi Racial Traits:
  256. * +2 Strength, +2 Intelligence, -2 Constitution
  257. * Medium Humanoid (reptilian)
  258. * Yoshis have a base land speed of 30 feet.
  259. * Low-Light Vision: Yoshis can see twice as far as humans in conditions of dim light.
  260. * Sprinter: Yoshis gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
  261. * Sticky Tongue: Yoshis can make melee attacks with their long, sticky tongues. This is a secondary attack. A creature hit by this attack 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 the sticky-tongued creature's hit points). A yoshi 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. A yoshi can only have one creature attached to its tongue at a time. As a swift action a yoshi can pull a creature attached to its tongue 5 feet towards him.
  262. * Energy Resistance: A first-level yoshi chooses one of the following colors and gains the associated energy resistance:
  263. * Blue: Cold resistance equal to the yoshi's level.
  264. * Green: Acid resistance equal to the yoshi's level.
  265. * Red: Fire resistance equal to the yoshi's level.
  266. * Yellow: Electricity resistance equal to the yoshi's level.
  267. * Yoshis receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. Yoshis are also treated as quadrupeds for the purpose of carrying capacity.
  268. * Yoshis always treat Acrobatics and Fly as class skills.
  269. Yoshis may take feats to gain the following:
  270. * Wings, granting the ability to glide (self with light load only) as an extraordinary ability. Can glide 5' for every 1' fallen for a fly speed of 40' (clumsy), but only downwards. Additionally, the yoshi gains a flight speed of 40' (clumsy) when he has 5 ranks in Fly, plus an additional 5' per rank beyond that. Prerequisite: 1 rank in Fly.
  271. * A breath weapon, usable once per minute. When the yoshi takes this feat, he must choose whether the breath weapon is a Close-range cone (25' + 5' per 2 levels) or a Medium-range line (100' + 10' per level). This breath weapon deals 1d6 damage per 2 levels (minimum 1d6) to affected creatures, and its damage type matches the yoshi's energy resistance. Affected creatures are allowed a Reflex save (DC 10 + 1/2 level + Constitution modifier) for half damage.
  272. * One additional energy resistance from the list above. If the yoshi has the breath weapon feat he may choose to do damage of either energy type when he uses it. This feat may be taken multiple times.
  273. * Darkvision 120' and superior low-light vision. When the yoshi gains 5 ranks in Perception he gains blindsense 5'. At 10 ranks this improves to blindsense 30'. At 15 ranks this improves to blindsight 30'. At 20 ranks this improves to blindsight 60'. If the yoshi has wings he may carry an additional 30 pounds per level while flying. If the yoshi has a breath weapon he may choose freely between a cone or line effect. If the yoshi has more than one energy resistance he gains a +1 natural armor bonus to AC. Prerequisite: 1 rank in Perception.
  274.  
  275.  
  276. Zora
  277. Zora Racial Traits:
  278. * +2 Dexterity, +2 Wisdom, -2 Strength: Zoras are graceful creatures.
  279. * Medium Humanoid (zora).
  280. * Zoras have a base speed of 30 feet and a swim speed of 30 feet. Zoras gain a +8 racial bonus to Swim checks and can always take 10 while swimming.
  281. * Darkvision: Zoras can see in the dark up to 60 feet.
  282. * Water Sense: Zoras can sense vibrations in water, granting them blindsense 30' against creatures that are touching the same body of water.
  283. * Amphibious: Zoras are amphibious and can breathe both air and water.
  284. * Hydrated Vitality: Zoras gain fast healing 2 for 1 round anytime they submerge completely within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped water (such as water within an artificial pit or a bag of holding) does not activate this ability. A zora can heal up to 2 hit points per level per day with this ability, after which it ceases to function.
  285. Zora may take feats to gain the following:
  286. * Electricity resistance equal to the zora's level. The zora can use ray of frost as a spell-like ability a number of times per day equal to his Charisma modifier, except this effect does electricity damage. Prerequisite: Charisma 13.
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