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Aug 29th, 2014
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  1. STR 14 to 16 to 18
  2. DEX 18 to 24
  3. CON 16 to 18
  4. INT 10 to 10
  5. WIS 10 to 8
  6. CHA 16 to 20
  7.  
  8. Outsider (native) (3 RP) (ABYSS)
  9. A native outsider is at least partially composed of the
  10. essence (but not necessarily the matter) of some plane
  11. other than the Material Plane. Some creatures start out
  12. as some other type and become outsiders when they
  13. attain a higher (or lower) state of spiritual existence.
  14. When making a native outsider race, it is sometimes
  15. important to pick a single Outer Plane that race is tied to.
  16. For example, tief lings are tied to Abaddon, the Abyss, or
  17. Hell. Such ties can be important for qualifying for other
  18. racial abilities, but it’s not required that a native outsider
  19. be tied to another plane. A native outsider race has the
  20. followings features.
  21. • Native outsiders have the darkvision 60 feet racial trait.
  22. • Native outsiders breathe, eat, and sleep.
  23.  
  24. Advanced (4 RP): Prerequisites: Advanced or monstrous
  25. power level; Modifiers: Pick either mental or physical
  26. ability scores. Members of this race gain a +2 bonus to all
  27. of those scores, a +4 bonus to one score of the other type,
  28. and a –2 penalty to one other ability score of the other type.
  29.  
  30. +4 CHA, -2 WIS, +2 STR DEX CON.
  31.  
  32. Linguist (1 RP): Members of this race start with
  33. Common plus their racial language (if any). Furthermore,
  34. members of this race with high Intelligence scores can
  35. learn any languages they want (except Druidic and other
  36. secret languages).
  37.  
  38. Advanced Dexterity x2 (9 RP): Prerequisites: None;
  39. Benefit: Members of this race receive a +2 racial bonus to
  40. Dexterity. Special: This bonus can be taken multiple
  41. times, but each additional time it is taken, its cost increases
  42. by 1 RP. Its effects stack.
  43.  
  44. Advanced Strength (4 RP): Prerequisites: None;
  45. Benefit: Members of this race receive a +2 racial bonus to
  46. Strength. Special: This bonus can be taken multiple
  47. times, but each additional time it is taken, its cost increases
  48. by 1 RP. Its effects stack.
  49.  
  50. Fiendish Resistance (3 RP): Prerequisite: Outsider
  51. (native) with ties to Abaddon, the Abyss, or Hell; Benefit:
  52. Members of this race gain cold resistance 5, electricity
  53. resistance 5, and fire resistance 5.
  54.  
  55. Negative Energy Affinity (–1 RP): Prerequisites: None;
  56. Weakness: A member of this race is alive, but reacts to
  57. positive and negative energy as if it were undead—
  58. positive energy harms it, while negative energy heals it.
  59.  
  60. Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of
  61. this race gain a +10 foot bonus to their base speed.
  62. Special: This trait can be taken more than once, but each
  63. time it is, the cost increases by 1 RP. Its effects stack.
  64.  
  65. Skill Training (1 RP): Prerequisites: None; Benefit: Pick up
  66. to two skills. These skills are always considered class skills
  67. for members of this race.
  68. Stealth + Disable Device
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