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- STR 14 to 16 to 18
- DEX 18 to 24
- CON 16 to 18
- INT 10 to 10
- WIS 10 to 8
- CHA 16 to 20
- Outsider (native) (3 RP) (ABYSS)
- A native outsider is at least partially composed of the
- essence (but not necessarily the matter) of some plane
- other than the Material Plane. Some creatures start out
- as some other type and become outsiders when they
- attain a higher (or lower) state of spiritual existence.
- When making a native outsider race, it is sometimes
- important to pick a single Outer Plane that race is tied to.
- For example, tief lings are tied to Abaddon, the Abyss, or
- Hell. Such ties can be important for qualifying for other
- racial abilities, but it’s not required that a native outsider
- be tied to another plane. A native outsider race has the
- followings features.
- • Native outsiders have the darkvision 60 feet racial trait.
- • Native outsiders breathe, eat, and sleep.
- Advanced (4 RP): Prerequisites: Advanced or monstrous
- power level; Modifiers: Pick either mental or physical
- ability scores. Members of this race gain a +2 bonus to all
- of those scores, a +4 bonus to one score of the other type,
- and a –2 penalty to one other ability score of the other type.
- +4 CHA, -2 WIS, +2 STR DEX CON.
- Linguist (1 RP): Members of this race start with
- Common plus their racial language (if any). Furthermore,
- members of this race with high Intelligence scores can
- learn any languages they want (except Druidic and other
- secret languages).
- Advanced Dexterity x2 (9 RP): Prerequisites: None;
- Benefit: Members of this race receive a +2 racial bonus to
- Dexterity. Special: This bonus can be taken multiple
- times, but each additional time it is taken, its cost increases
- by 1 RP. Its effects stack.
- Advanced Strength (4 RP): Prerequisites: None;
- Benefit: Members of this race receive a +2 racial bonus to
- Strength. Special: This bonus can be taken multiple
- times, but each additional time it is taken, its cost increases
- by 1 RP. Its effects stack.
- Fiendish Resistance (3 RP): Prerequisite: 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.
- Negative Energy Affinity (–1 RP): Prerequisites: None;
- Weakness: A member of this race is alive, but reacts to
- positive and negative energy as if it were undead—
- positive energy harms it, while negative energy heals it.
- Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of
- this race gain a +10 foot bonus to their base speed.
- Special: This trait can be taken more than once, but each
- time it is, the cost increases by 1 RP. Its effects stack.
- Skill Training (1 RP): Prerequisites: None; Benefit: Pick up
- to two skills. These skills are always considered class skills
- for members of this race.
- Stealth + Disable Device
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