WCA

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WCA
Jan 31st, 2022 (edited)
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  1. , Axebeak, Bear, Big Cat, Crocodilian, Equine, Monitor Lizard, Dire Pangolin, Greater Snake, Triceratops, Unicorn, and Vulpine
  2.  
  3. Warbeast Ankylosaurus (15)
  4. Magical Creature(3 RP)
  5. A Magical Creature race has the following features:
  6. Magical Creatures have the Low-light vision racial trait.
  7. Magical Creatures breathe, eat, and sleep.
  8.  
  9. Medium (0 RP)
  10.  
  11. Normal Speed (0 RP)
  12.  
  13. Standard (0 RP) +2 Strength, +2 Wisdom, -2 Dexterity
  14.  
  15. Language Standard (0 RP)
  16. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  17.  
  18. Quadruped (2 RP)
  19. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  20.  
  21. Slapping Tail (3 RP)
  22. Benefit: Members of this race have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d6 points of damage plus the user’s Strength modifier if Small, 1d8 points of damage plus the user’s Strength modifier if Medium, or 1d10 points of damage plus 1-1/2 times the user’s Strength modifier if Large.
  23.  
  24. Natural Attack (1 RP)
  25. Benefit: Gain Slam as a Primary natural attack. The damage is based on the creature’s size.
  26.  
  27. Tripping Tail (3 RP)
  28.  
  29. Prerequisites: Slapping tail trait.
  30.  
  31. Benefit: When a member of this race hits with its slapping tail, it can make a trip attack as a free action that does not provoke attacks of opportunity.
  32.  
  33.  
  34. Natural Armor (2 RP)
  35. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
  36.  
  37. Improved Natural Armor (1 RP)
  38. Benefit: Members of this race gain a +1 natural armor bonus.
  39.  
  40.  
  41.  
  42. Warbeast Axebeak (15)
  43. Magical Creature(3 RP)
  44. A Magical Creature race has the following features:
  45. Magical Creatures have the Low-light vision racial trait.
  46. Magical Creatures breathe, eat, and sleep.
  47.  
  48. Medium (0 RP)
  49.  
  50. Normal Speed (0 RP)
  51.  
  52. Specialized (1 RP) +2 Dexterity, +2 Strength, -2 Intelligence
  53.  
  54. Language Standard (0 RP)
  55. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  56.  
  57. Bite x2 (2 RP)
  58. 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 (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.
  59. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
  60.  
  61. Gliding Wings (3 RP)
  62. Benefit: Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). While in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.
  63.  
  64. Fleet-Footed (3 RP)
  65. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
  66.  
  67. Sprinter (1 RP)
  68. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
  69.  
  70. Natural Attack (1 RP)
  71. Benefit: Gain Talons as a Primary natural attack. The damage is based on the creature’s size.
  72.  
  73. Fast (1 RP)
  74. Benefit: Members of this race gain a +10 foot bonus to their base speed.
  75.  
  76.  
  77.  
  78. Warbeast Bear (15)
  79. Magical Creature(3 RP)
  80. A Magical Creature race has the following features:
  81. Magical Creatures have the Low-light vision racial trait.
  82. Magical Creatures breathe, eat, and sleep.
  83. Medium (0 RP)
  84. Normal Speed (0 RP)
  85. Paragon (1 RP) +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma
  86. Language Standard (0 RP)
  87. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  88. Quadruped (2 RP)
  89. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  90.  
  91. Ferocity (4 RP)
  92. Benefit: Members of this race gain the following extraordinary ability: If the hit points of a member of this race 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. It still dies when its hit points reach a negative amount equal to its Constitution score.
  93.  
  94. Claws (2 RP)
  95. Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
  96.  
  97. Bite x2 (2 RP)
  98. 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 (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.
  99. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
  100.  
  101. Fearless (1 RP)
  102. Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
  103.  
  104.  
  105.  
  106. Warbeast Feline (15)
  107. Magical Creature(3 RP)
  108. A Magical Creature race has the following features:
  109. Magical Creatures have the Low-light vision racial trait.
  110. Magical Creatures breathe, eat, and sleep.
  111. Medium (0 RP)
  112. Normal Speed (0 RP)
  113. Specialized (1 RP) +2 Strength, +2 Dexterity, -2 Wisdom
  114. Language Standard (0 RP)
  115. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  116. Quadruped (2 RP)
  117. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  118.  
  119. Cat’s Luck (1 RP)
  120. Benefit: Members of this race gain the following extraordinary ability: Once per day, when a member of this race makes a Reflex saving throw, it can roll the saving throw twice and take the better result. It must decide to use this ability before attempting the saving throw
  121.  
  122. Claws (2 RP)
  123. Benefit: Members of this race receive two claw attacks. These are primary natural attacks. The damage is based on the creature’s size.
  124.  
  125. Bite x2 (2 RP)
  126. 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 (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.
  127. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
  128.  
  129. Nimble Faller (2 RP)
  130. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
  131.  
  132. Static Bonus Feat (2 RP)
  133.  
  134. Benefit: Gain Agile Combatant as a bonus feat at 1st level.
  135.  
  136. Warbeast Crocodilian (15)
  137. Magical Creature(3 RP)
  138. A Magical Creature race has the following features:
  139. Magical Creatures have the Low-light vision racial trait.
  140. Magical Creatures breathe, eat, and sleep.
  141. Medium (0 RP)
  142. Normal Speed (0 RP)
  143. Specialized (1 RP) +2 Strength, +2 Constitution, -2 Charisma
  144. Language Standard (0 RP)
  145. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  146. Quadruped (2 RP)
  147. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  148.  
  149. Swim (2 RP)
  150. Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants.
  151.  
  152. Hold Breath (1 RP)
  153. Benefit: Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
  154.  
  155. Bite x2 (2 RP)
  156. 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 (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.
  157. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
  158.  
  159. Stalker (1 RP)
  160. Benefit: Perception and Stealth are always class skills for members of this race.
  161.  
  162. Natural Armor (2 RP)
  163. Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
  164.  
  165. Camouflage (1 RP)
  166. Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
  167.  
  168.  
  169. Warbeast Equine (15)
  170. Magical Creature(3 RP)
  171. A Magical Creature race has the following features:
  172. Magical Creatures have the Low-light vision racial trait.
  173. Magical Creatures breathe, eat, and sleep.
  174. Medium (0 RP)
  175. Normal Speed (0 RP)
  176. Specialized (1 RP) +2 Strength, +2 Constitution, -2 Intelligence
  177. Language Standard (0 RP)
  178. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  179. Quadruped (2 RP)
  180. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  181.  
  182. Natural Attack (1 RP)
  183. Benefit: Gain hoofs as a secondary natural attack. The damage is based on the creature’s size.
  184.  
  185. Powerful Charge (2 RP)
  186. Benefit: Select one of the race’s natural attacks. Whenever a member of this race charges, it deals twice the number of damage dice with the selected natural attack plus 1-1/2 times its Strength bonus.
  187.  
  188. Sprinter (1 RP)
  189. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
  190.  
  191. Stubborn (2 RP)
  192. 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 the other on the second round if the first reroll ability fails.
  193.  
  194. Hardy (3 RP)
  195. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  196.  
  197. Warbeast Lizard (15)
  198. Magical Beast(3 RP)
  199. A Magical Creature race has the following features:
  200. Magical Creatures have the Low-light vision racial trait.
  201. Magical Creatures breathe, eat, and sleep.
  202. Medium (0 RP)
  203. Normal Speed (0 RP)
  204. Standard (0 RP) +2 Intelligence, +2 Dexterity, -2 Charisma
  205. Language Standard (0 RP)
  206. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  207. Quadruped (2 RP)
  208. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  209.  
  210. Sticky Tongue (2 RP)
  211. Benefit: Members of this race 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 member 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. A member of this race can only have one creature attached to its tongue at a time.
  212.  
  213. Special: This trait 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 toward them as a swift action.
  214.  
  215. Or
  216.  
  217. Bite x2 (2 RP)
  218. 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 (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.
  219. Special: This trait can be taken up to two times. The second time it is taken, the bite damage increases by one size category.
  220.  
  221.  
  222. ----They must choose between Bite or Sticky Tongue---
  223.  
  224. Climb (2 RP)
  225. Benefit: Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants
  226.  
  227.  
  228. Fast Healing (6 RP)
  229. Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.
  230.  
  231. Warbeast Pangolin (6)
  232. Magical Creature(3 RP)
  233. A Magical Creature race has the following features:
  234. Magical Creatures have the Scent racial trait.
  235. Magical Creatures breathe, eat, and sleep.
  236. Medium (0 RP)
  237. Normal Speed (0 RP)
  238. Specialized (1 RP) +2 Strength, +2 Constitution, -2 Dextarity
  239. Language Standard (0 RP)
  240. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  241. Quadruped (2 RP)
  242. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  243.  
  244. Warbeast Snake (5)
  245. Magical Creature(3 RP)
  246. A Magical Creature race has the following features:
  247. Magical Creatures have the Low-light vision racial trait.
  248. Magical Creatures breathe, eat, and sleep.
  249. Medium (0 RP)
  250. Normal Speed (0 RP)
  251. Standard (0 RP) +2 Charisma, +2 Dexterity, -2 Wisdom
  252. Language Standard (0 RP)
  253. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  254. Quadruped (2 RP)
  255. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  256.  
  257. Warbeast Triceratops(5)
  258. Magical Creature(3 RP)
  259. A Magical Creature race has the following features:
  260. Magical Creatures have the Low-light vision racial trait.
  261. Magical Creatures breathe, eat, and sleep.
  262. Medium (0 RP)
  263. Normal Speed (0 RP)
  264. Standard (0 RP) +2 Strength, +2 Wisdom, -2 Dexterity
  265. Language Standard (0 RP)
  266. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  267. Quadruped (2 RP)
  268. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  269.  
  270. Warbeast Unicorn (5)
  271. Magical Creature(3 RP)
  272. A Magical Creature race has the following features:
  273. Magical Creatures have the Low-light vision racial trait.
  274. Magical Creatures breathe, eat, and sleep.
  275. Medium (0 RP)
  276. Normal Speed (0 RP)
  277. Standard (0 RP) +2 Constitution, +2 Charisma, -2 Intelligence
  278. Language Standard (0 RP)
  279. Members of this race start with Common, and Sylvan. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Abyssal
  280. Quadruped (2 RP)
  281. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  282.  
  283. Warbeast Vulpine(5)
  284. Magical Creature(3 RP)
  285. A Magical Creature race has the following features:
  286. Magical Creatures have the Low-light vision racial trait.
  287. Magical Creaturess breathe, eat, and sleep.
  288. Medium (0 RP)
  289. Normal Speed (0 RP)
  290. Standard (0 RP) +2 Dexterity, +2 Intelligence, -2 Strength
  291. Language Standard (0 RP)
  292. Members of this race start with Common. Members of this race with high Intelligence scores can choose from any of these additional languages: Aquan, Celestial, Elven, Sylvan, Abyssal
  293. Quadruped (2 RP)
  294. Members of this race possess four legs, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed.
  295.  
  296.  
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