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    Halfling in the Playground
     
    DwarfFighterGuy

    Join Date
    May 2012

    Default Big pile of homebrew Race Traits (PEACH)

    NOTICE: I have hit the maximum post length. As such, all future added race traits will only be in their announcement post and the google docs page linked below.

    So, I really like the pathfinder race builder. I can spend hours creating new races, or converting races from other IPs to pathfinder. As I went along, I began creating my own race traits for use in the pathfinder race builder. Whenever I'd get an idea, I'd make a race trait for it. Over time, I've built up quite the collection, over 80 at the last count. I figured I'd collect them all and put them up for people to look at here, and use if you are so inclined. Mind, most of these have not been playtested, so balance may be wonky. Let me know if you have any advice, or ideas for additional race traits, or any comments in general!

    Now also in a Google doc, for easier browsing. Homebrew Pathfinder Race Traits

    Ability Score Modifier Quality
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    Semi flexible, lesser (1 RP)
    Prerequisites: None
    Modifiers: Members of this race gain +2 to any one ability score. Additionally, members of this race may add an additional +2 to one of two other ability score.

    Semi flexible, greater (2 RP)
    Prerequisites: None
    Modifiers: Members of this race gain +2 to any one stat. Additionally, members of this race may add an additional +2 to one of three other stats.


    Defense Race traits
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    Acidic body (2 RP)
    Prerequisites: Amorphous body
    Benefit: This race takes ½ the damage from acid damage. However, it is vulnerable to alkali damage and flasks, and take double damage from such attacks.

    Airless (3 RP)
    Prerequisites: None
    Benefit: This race does not need to breathe to survive. This race is immune to suffocation, inhaled poisons and gasses, drowning, and smells (such as troglodyte stench).

    Armor Adept (2 RP)
    Prerequisites: None
    Benefit: This race is not easily hindered by the weight of armor. All armor check penalties from armor and shields are reduced by one. (Minimum 0) If a member of this race is using both armor and a shield, both the armor and shield have their Armor Check Penalties reduced by 1.

    Backwards strike (2 RP)
    Prerequisites: Multiple legs or Slapping Tail or Hoof natural weapon.
    Benefit: Thanks to vestigial prey instincts from a less civilized, more wild age, members of this race are able to instinctively lash out against enemies that move behind them. When an enemy moves into flanking position adjacent to members of this race, members of this race may, as an immediate action, make an attack against the enemy with either an unarmed attack, hoof attack, or slapping tail attack. If the attack hits, the attacker may choose to forego damage and instead push the enemy 5 feet away. Damage or push, this attack counts as an attack of opportunity, but can only be done once per round even if the attacker is able to make multiple AoOs.

    Desert bred (1 RP)
    Prerequisites: None
    Benefit: Members of this race are at home in hot environments. They treat extreme heat (140 F+) as merely severe heat, and severe heat (110 F+) as hot conditions, and hot conditions (90F +) as normal temperature. Temperatures must exceed 160 F to be counted as extreme heat. However, they still take damage as normal from fire, lava, boiling liquids, and the like. They also gain fire resistance equal to one quarter their level, rounded up. This fire resistance stacks with other sources.

    Elemental blood (1 RP)
    Prerequisites: Outsider (native) with ties to an elemental plane.
    Benefit: This creature’s blood or other fluids is harmful to attackers when spilled. Select either, fire, cold, lightning or acid at race creation. An undead or half undead race may also select negative energy. Whenever this race takes damage from a critical hit or precision damage by an adjacent foe, the foe suffers 1d6 + con mod damage of the selected energy type. Reflex save 15+con mod for half damage.

    Hive mind (3 RP)
    Prerequisites: None
    Benefit: This race’s minds are telepathically connected to other members of the same race. The race gains telepathy only with it’s own race with a range of 100 feet. Each race member within this range grants +1 will, up to a maximum bonus equal to half of their current level.

    Generalized anatomy (2 RP)
    Prerequisites: None
    Benefit: The physiology of this race has few, if any, vital organs, making hitting a precise weak spot difficult. Precision damage has a 25% chance to deal no damage on this race.
    Special: This trait may be taken multiple times. Each time, the cost increases by 1 RP, and increases the no damage chance by 25% (5 RP total for 50%, 9 RP for 75%, 14 RP for immunity to precision damage)

    Liquid body (1 RP)
    Prerequisites: Amorphous body
    Benefit: The body of this race is particularly fluid, able to reconstitute itself easily from certain types of damage. Slashing and piercing damage do half the normal damage to this race. However, spells, items, or abilities that have an area attack do 1.5 normal damage.

    Multiple minds (2 RP)
    Prerequisites: None
    Benefit: This race has multiple consciousnesses per individual, or possess a segmented or divided mind in some way. If one segment becomes befuddled or dominated, another segment can take over. When making a will saving throw against a mind altering effect such as confusion, suggestion, charm, or domination, roll twice and take the higher result. This race is always able to make a saving throw against such effects.

    Photosynthetic (3 RP)
    Prerequisites: None
    Benefit: Members of this race gain fast healing 2 for 1 round anytime they are in natural sunlight. Artificial or magical sources of light do not activate this ability. Cloudy weather, fog, or deep shade reduce the fast healing to 1 HP per round. Members of this race can heal up to 2 hit points per level per day with this ability, after which it ceases to function.

    Poisonous blood (1 RP)
    Prerequisites: Toxic
    Benefit: The blood or other internal fluids of this race is poisonous to the touch. Whenever this race takes damage from a critical hit or precision damage by an adjacent foe, they may make a free touch attack on their attacker. If successful, the attacker must make a fortitude save or be poisoned. Using this ability uses up one use of the toxic trait.

    Shell (3 RP)
    Prerequisites: None
    Benefit: This race carries a stout shell, a thick hide, carapace, or some other organic armor upon it’s back. This race gains +3 natural AC versus attacks made while flanking this race. The attacker may decide not to flank and attack this race normally, targeting it’s normal AC and forgoing any bonuses made possible by flanking. If the attacker does so, they still count as flanking for the purposes of enabling other attackers to flank.

    Slime immunities (3 RP)
    Prerequisites: Amorphous body
    Benefit: This race is immune to sleep effects and poison effects. Additionally, this race does not need to sleep, but must still spend the usual amount of time resting for the purpose of recovering spells and similar effects.

    Slime nucleus (1 RP)
    Prerequisites: Amorphous body
    Benefit: Slime races have the unique advantage of being able to keep their seat of consciousness in a mobile nucleus within their body, rather than in a fixed position like a human brain. Hitting the Nucleus is very difficult, as the orb of semi-solid nerves is mobile and shifts threw the body to avoid damage. Reduce all critical ranges targeting this race by 1, to a minimum of a natural 20 for critical hits.

    Slippery Secretions (3 RP)
    Prerequisites: None
    Benefit: The skin of this race is particularly slippery, slick, or otherwise difficult to hold onto. Members of this race get a +2 to escape artists check, and +2 CMD to avoid being grappled or to escape a grapple.

    Tail stance (1 RP)
    Prerequisites: None
    Benefit: Rather than legs, this race moves about on a single tail like a snake or slug via slithering or undulation. Given that so much of their body is already horizontal, there is little difference between standing and prone. Races from this trait may stand from prone as a swift action. This action still provokes attacks of opportunity.

    Thorns (2 RP)
    Prerequisites: None
    Benefit: This race possess numerous thorns, spines, or other spiky protrusions that cover parts of their body. Normally, members of this race can keep the thorns from inadvertently injuring others, but they can still be used to ward off unwanted contact. Anyone attempting a grapple, unarmed attack, or natural weapon attack against members of this race takes 1d4+con piercing damage.

    Winter bred (1 RP)
    Prerequisites: None
    Benefit: Members of this race are at home in cold environments. They treat extreme cold (-20 F) as merely severe cold, and severe cold (0 F) as regular cold, and regular cold (40 F) as normal temperature. Temperatures must fall below -40 F to be counted as extreme cold. They also gain cold resistance equal to one quarter their level, rounded up. This cold resistance stacks with other sources.

    Withdraw (1 RP)
    Prerequisites: Shell or Natural armor
    Benefit: This race can withdraw into its shell, or curl up to present only the most durable parts of itself to an attacker. As a full round action, members of this race can retreat into its shell, and gain +5 natural AC, 5 dr/- and 5 energy resistance, but lose any dodge AC or AC from dexterity. It must drop anything it is holding in its hands, and takes a -5 perception penalty while withdrawn. A member of this race may sleep while withdrawn, though the withdraw perception penalty stacks with the sleeping perception penalty. Penalties from sleeping while in medium or heavy armor still apply. Emerging from the withdraw is also a full round action. Both withdrawing and emerging provoke attacks of opportunity.


    Feat and skill race traits
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    Arcane Lore (2 RP)
    Prerequisites: None
    Benefit: This race is unusually adept at identifying magic and magical effects. Members of this race gain a +2 racial bonus to any knowledge checks rolled to identify spells, spell like effects, magical items, or potions, and may make such checks untrained.

    Beast Lore (2 RP)
    Prerequisites: None
    Benefit: This race is uncannily knowledgeable about beasts, monsters, and other dangerous inhabitants of the world. They gain a +2 racial bonus to any knowledge checks rolled to identify and/or gather knowledge on a beast, monster, or other animal, and may make such checks untrained.

    Echoes of memory (2 RP)
    Prerequisites: None
    Benefit: This race has access to ancestral memories, past lifetimes of experience, or some other source of unexpected experience that whispers advice to them at an opportune moment. When making a skill check, they may choose to add 1d6 to the roll. At character creation, select int, wis, or cha. They may do this a total of 1+ the selected attribute mod per day, minimum of 1.

    Flawless recall (2 RP)
    Prerequisites: None
    Benefit: Members of this race have unusually acute memories. When rolling any knowledge skill, 1 + int mod times per day (minimum 1) this race may roll twice and take the higher result.

    Fearsome visage (1 RP)
    Prerequisites: Not innocent visage
    Benefit: Something about this race’s appearance and mannerisms is terrifying. This race gains +2 on any intimidate checks, but suffers a -2 on diplomacy rolls.

    Innocent visage (1 RP)
    Prerequisites: Not Fearsome visage
    Benefit: Something about this race’s appearance and mannerisms is innocent and disarming. This race gains +2 on bluff, but suffers a -2 on intimidate.

    Suspicious (2 RP)
    Prerequisites: None
    Benefit: This race gets +2 to all sense motive checks, and +2 on all saves vs illusions and illusion spells or spell like abilities.


    Magical race traits
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    Abundant Mana, lesser (1 RP)
    Prerequisites: None
    Benefit: Magic flows abundantly from this race. When members of this race are of a class that gains bonus spells per day from positive int, wis, or cha scores, count their spellcasting score as 3 higher

    Abundant Mana, greater (2 RP)
    Prerequisites: None
    Benefit: Magic flows abundantly from this race. When members of this race are of a class that gains bonus spells per day from positive int, wis, or cha scores, count their spellcasting score as 5 higher

    Blue Magic (4 RP)
    Prerequisites: None
    Benefit: Members of this race have an uncanny ability to learn magical spells after experiencing them first hand. When a spell is cast on members of this race, and it is a spell in their class’ spell list (or alchemy formula list), they may make an attribute check of int, wis, or cha (character’s choice) + ½ level with a DC of 15+spell level. If they pass this check, they learn the spell (or equivalent extract for alchemists), and can use it after their next long rest. (Classes that rely on spellbooks must inscribe this spell into their spellbooks during said rest, or forget the spell). This spell must be one they are capable of casting, members of this race cannot learn spells of a level they cannot yet cast.

    Bramble growth (2 RP)
    Prerequisites: None
    Benefit: As a spell like ability this race can summon up thorny brambles, cacti, briar patches, or other similar spiky vegetation.This ability can be used con mod times a day (minimum 1). This ability functions like the druid spell ‘Wall of Thorns’ with the following differences. Range is 10 ft + 5 ft per level. Duration is 1 minute per level. This ability only summons 2 10 foot cubes of bramble growth. Enemies can cut through the brambles at a rate of 1 foot per round. Mundane fire and magical fire can burn the brambles down in one minute.

    Bones of the Earth (3 RP)
    Prerequisites: None.
    Benefit: Members of this race are skilled with magic associated with the ground and stone. Members of this race are treated as +1 level higher when casting spells with the acid or earth descriptor, using granted powers of the Earth domain and it’s subdomains, using bloodline powers of the earth elemental bloodline, using the revelations of the oracle’s stone mystery, determining the damage of alchemist bombs that deal acid damage, and using abilities granted by the Kineticist Stone element. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
    1/day—acid splash, Soften earth and stone

    Blood of the Sea (3 RP)
    Prerequisites: None.
    Benefit: Members of this race are skilled with magic associated with the oceans and artic. Members of this race are treated as +1 level higher when casting spells with the water or cold descriptor, using granted powers of the Water domain and it’s subdomains, using bloodline powers of the water elemental bloodline, using the revelations of the oracle’s waves mystery, determining the damage of alchemist bombs that deal ice damage, and using abilities granted by the Kineticist Water element. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
    1/day—ray of frost, create water, chill metal,

    Breath of the Sky (3 RP)
    Prerequisites: None.
    Benefit: Members of this race are skilled with magic associated with the sky and atmosphere. Members of this race are treated as +1 level higher when casting spells with the air or lightning descriptor, using granted powers of the Air domain and it’s subdomains, using bloodline powers of the air elemental bloodline, using the revelations of the oracle’s wind mystery, determining the damage of alchemist bombs that deal lightning damage, and using abilities granted by the Kineticist Air element. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
    1/day—message, alter winds, feather fall, shocking grasp

    Extra spell like ability (1 RP or 2 RP)
    Prerequisites: Spell-Like Ability, Lesser or Spell-Like Ability, Greater
    Benefit: Pick one spell granted by Spell-Like Ability, Lesser or Spell-Like Ability, Greater. That spell can be used int mod, wis mod, or cha mod times per day (selected at character creation. Minimum once per day). This trait costs 1 RP for level 1 or 2 spells, and 2 RP for level 3 or 4 spells.
    Special: This trait can be taken multiple times. Each time, it applies to a new spell granted from Spell-Like Ability, Lesser or Spell-Like Ability, Greater.

    Intense Magic (2 RP)
    Prerequisites: None
    Benefit: The save DCs of any spells cast on hostile targets is increased by 1.

    Kitsune Magic (2 RP)
    Prerequisites: Kitsune subtype
    Benefit: Members of this race add +1 to the DC of any saving throws against enchantment spells that they cast. Kitsune with a Charisma score of 11 or higher gain the following spell-like ability: 3/day—dancing lights (caster level equals the kitsune’s level).

    Light Blessed (3 RP)
    Prerequisites: None.
    Benefit: Members of this race are treated as +1 level higher when casting spells with the light or good descriptor, using granted powers of the Sun domain (and light subdomain) and Good domain (and associated subdomains), using bloodline powers of the Celestial bloodline, using the revelations of the oracle’s Solar mystery, and determining the damage of alchemist bombs that deal holy damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Wisdom score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
    1/day—dancing lights, flare, protection from evil, bless

    Magical Mimicry (2 RP)
    Prerequisites: None
    Benefit: This race, even if untrained in magic, have an instinctive ability to copy spells used on them. Int, wis, or cha times per day (chosen at character creation, minimum 1), when a spell targeting them or the area they are in, members of this race may make a check of (int, wis, or cha) + ½ level, DC = 10 + spell level. The mental stat used in the check must be the same one as the one chosen at character creation. If they pass, on their next turn as a standard action, they may cast the spell themselves, using their character level as the spellcaster level. If the spell is not used during their next turn, it is lost. They may select a new legal target for the spell. The mimicked spell includes any metamagic feats the original caster used.

    Space step (2 RP)
    Prerequisites: None.
    Benefit: Members of this race have an innate ability to teleport short distances. The user vanishes from their square, and reappears in another. You must be able to see the destination square. This ability has a range of 20 feet +5 feet per level. You cannot bring any other creatures with you, save for an animal companion, familiar, or other creature specifically bonded to you, provided they are your size or smaller. This may be done once per day as a standard action. This action provokes attacks of opportunity from any foes in squares adjacent to the origin square, but not the destination square. If you take damage during the teleportation, are grappled, pinned or entangled, or are experiencing violent motion or in violent weather, you must make a concentration check as if casting a level 2 spell, using your hit die as caster level and your con mod as the attribute mod used to cast the spell. This is a magical teleporting spell like ability, and is affected by spells and effects that affect such.

    Special: You may spend additional race points to add the following effects.

    Quick step: You may use space step as a move action. This costs 2 RP.
    Abundant steps: You may use space step 1 + con mod times per day. Minimum 1. This costs 1 RP.
    Far step: The range of Space step is doubled. This costs 1 RP.
    Subtle step: Space step no longer provokes attacks of opportunity. This costs 1 RP.


    Movement racial traits
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    Arboreal (2 RP)
    Prerequisites: None
    Benefit: This race is adept at living among the tree branches, and gains a +4 to any acrobatics checks to move among them. While climbing trees or tree like structures, this race has a climb speed of half their movement speed or 20 feet (whichever is higher), and may take 10 even while threatened.

    Earth Sink (2 RP)
    Prerequisites: None
    Benefit: While they do not possess a burrowing speed, members of this species can move or dig straight down and hide themselves in the earth. As a standard action, members of this species can dig down no more than five feet into soil, dirt, sand, gravel, or other loose ground types. This cannot be used on stone or artificial flooring. While underground in this fashion, members of this species have cover and total concealment. However, they are functionally blind and cannot attack. Additionally, they are tightly confined by the soil and cannot make any of the somatic components needed for spells. Also, they are able to breathe while underground, provided the ground is not waterlogged. However, this does not grant them the ability to breathe underground in other situations. Emerging from underground is also a standard action. Both digging down and emerging provoke attacks of opportunity.
    Special: For an additional RP, digging down and emerging in this fashion is a move action. Members of this species may dig down into the earth as a 5 foot step, which does not provoke attacks of opportunity.

    Hovering (2 RP)
    Prerequisites: None
    Benefit: The locomotion of this race depends primarily on hovering, rather than walking, even if it does possess legs. Members of this race may glide up to two feet above the surface of the ground, but cannot ascend. This race gains a hovering speed equal to its movement speed, and is not slowed down by difficult terrain shorter than two feet, or effects on the ground such as the grease spell, ice, or caltrops. However, this race takes a -2 to CMD versus bullrush and overrun attempts. If higher than two feet from the ground, members of this race will still fall and take falling damage if high enough. However, treat all falls as being 10 feet shorter, and falls less than 20 feet do no damage. If the fall is less than 10 feet, members of this race can stop themselves before hitting the ground at all. This race cannot hover while unconscious.
    Special: For an additional race point, this race may also hover over the surface of liquids, such as water, without falling in and swimming. If already in the water, members of this race must make a swim check to leave the water and resume hovering, the DC equal to swimming normally in the applicable water conditions.

    Spring Jumper (1 RP)
    Prerequisites: None
    Benefit: Members of this race halve the DC for jumping.
    Special: This trait may be taken twice to quarter the DCs for jumping.

    Water sprinter (1 RP)
    Prerequisites: Normal move speed or faster AND not heavy
    Benefit: When making a run action, members of this species are able to run on top of water as if it were normal ground. To use this ability, the user must start on land or a similar surface and move in a straight line. If the user ends their movement over water, they sink and must swim. This movement provokes attacks of opportunity, and if hit by an attack of opportunity, the user sinks and must swim.

    Winged arms (3 RP)
    Prerequisites: None
    Benefit: This race has powerful wings for arms, that bear hands or manipulating digits on their wings. This grants the race a fly speed of 30 (clumsy), but they cannot use their hands for any tasks aside from simply holding tiny or small items while flying.
    Special: For each additional 2 RP spent, increase the fly speed by 10, and the skill by one step


    Offense Race Traits
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    Adhesive secretions (2 RP)
    Prerequisites: None
    Benefit: Con mod times per day (minimum of 1), this race may fling or spit a gooey, sticky blob at a foe, with a range of 20 feet as a ranged touch attack. If the blob hits, the target becomes entangled. This causes the same effect as a hit with a tanglefoot bag with the following differences: The reflex save DC is 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier. The strength DC to break free of the condition is 10 + ½ the user’s Hit Dice + the user’s Constitution modifier This is a standard action.

    Adrenaline (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of momentary great feats of strength, at the expense of fatigue afterward. Con mod +1 times per day (minimum 1) Members of this race may roll twice when making a strength check, a climb or swim check, or a str based attack. Afterwards, they become fatigued for two rounds. This ability may be used while fatigued, and for the duration of that check or attack, the user is not considered fatigued. However, after the check or attack is concluded, the user becomes exhausted, and must rest for an hour to remove it.

    Armed tail (1 RP)
    Prerequisites: Slapping tail
    Benefit: The tails of this race have a natural weapon on the end, consisting of a blunt bony club, spines, spikes, or similar natural weapon. The weapon die of the slapping tail is increased by one size. Additionally, the tail may inflict piercing or slashing damage instead of bludgeoning, and may be used as a primary attack.

    Bioelectrogenesis (3 RP)
    Prerequisites: None
    Benefit: This race is capable of generating electricity organically, which can be released to stun or kill prey, or deter predators. As a free action, members of this race may add 1d6 electrical damage to an attack made with natural weapons, unarmed attacks, or predominantly metal melee weapons. This increases to 2d6 at level 5, and increases by another 1d6 every 5 levels (hitting 5d6 at level 20). This can be used 1 + con mod times per day (minimum 1). This ability may be used after the attack roll has been rolled, but before the damage roll of an attack.

    Blinding Flash (2 RP)
    Prerequisites: Bioluminescence
    Benefit: Members of this species are able to briefly overload their bioluminescence to create sudden bursts of light for self defense. Con mod times per day (minimum 1) members of this race can generate a blinding flash. Every creature that possesses vision within 20 feet must make a fortitude save (DC 10+½ level+ con mod) or be blinded for 1 round. If they pass the fort save, they are dazzled for 1 round instead. Creatures past 20 feet but within 40 feet must make the same fortitude save, or be dazzled for 1 round. Creatures in this range that make their fortitude save are not affected. This functions as a gaze attack, and creatures that are already blind or sightless are not affected.

    Constriction (2 RP)
    Prerequisites: slapping tail OR a natural weapon with the grab ability OR grabbing appendages trait OR Ensnaring vines trait
    Benefit: This race can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is given in the creature’s entry and is equal to the amount of damage caused by the creature’s melee attack. If taken with the slapping tail trait, the slapping tail attack gains the grab ability.

    Engulf (1 RP)
    Prerequisites: Amorphous body and swallow whole
    Benefit: Members of this race are able engulf smaller foes by simply flowing over them. Members of this race do not need to grapple foes before attempting a swallow whole check. Instead, as a standard action, may attempt to engulf an adjacent foe. If they succeed on a grapple check, the foe is considered swallowed whole, and the user must move into the foe’s original square. All other rules for swallow whole apply normally.

    Ensnaring vines (2 RP)
    Prerequisites: None
    Benefit: This race has strong vines or tendrils that can be used to assist in grappling. Races with this trait gain a +2 bonus to grappling attempts and +2 CMD vs breaking grapples. If taken with Lashing vines, this ability augments the lashing vines and grant them the ‘grab’ ability in addition to the bonuses listed above.

    Far Thrower (1 RP)
    Prerequisites: none
    Benefit: This race is particularly skilled with throwing weapons and items accurately at farther distances. Increase the range increment of all throwing weapons used by this race by 10 feet
    Special: This trait may be taken twice, to increase range increments by 20 feet.

    Lashing vines (1 RP)
    Prerequisites: None
    Benefit: This race has whiplike vines or tendrils it can use to make a secondary natural attack. This attack does 1d6 damage (1d4 if small, 1d8 if large). This trait may be taken twice to gain a second lashing vine secondary attack.

    Momentum (1 RP)
    Prerequisites: None
    Benefit: Once members of this race get going, they are very difficult to stop. When members of this race deal damage in a charge attack, they may make an overrun attempt as a free action. This overrun attempt does not provoke attacks of opportunity, even if lacking the improved overrun feat. If the overrun attempt is successful, in addition to moving through the foe’s square, deal 1d6 bludgeoning damage. (1d8 if large, 1d4 if small) This cannot be done while mounted.

    Natural Projectile (2 RP)
    Prerequisites: None
    Benefit: This race is able to fling quills, shoot seeds, or has some other means of naturally attacking at a distance. Select either bludgeoning or piercing. 1 + con mod times per day (minum 1), as a standard action, this race may make a ranged attack with a bonus equal to ½ their level. This attack has a range increment of 10 feet, and does 1d6+str damage of the type selected above. At level 5, and for every five levels after, the damage increases by 1d6 (to a maximum of 5d6+ str damage at level 20). This attack is considered a natural attack and as a thrown attack.
    Special: You may spend additional race points on this trait. For each race point spent, select one of the following bonuses
    Extra range: This attack has a range increment of 20 feet. This bonus may be purchased twice to increase the range increment to 30 feet.
    Speed: This attack may be done as a move action. This bonus may be purchased twice to make this attack a swift action.
    Extra damage: At level 3, level 8, level 13, and level 18, increase the damage by an additional 1d6.

    Pincers (3 RP)
    Prerequisites: None
    Benefit: This race gains a pair of large pincers. These pincers are a secondary natural weapon, which do 1d6 bludgeoning or slashing damage each. (1d4 for small races, 1d8 for large ones). Additionally, a hit with pincers allows a free grab attempt, granting a +2 bonus to grappling. They also add 2 to the CMD for purposes of breaking a grapple. These pincers, however, are not very dexterous. They cannot be used for any task that requires fine motor control. They are capable of holding items, but cannot use or make attacks with any held items. Passing an item from pincers to hands is a free action. Pincers cannot be used to attack if holding an item.

    Poison cloud (2 RP)
    Prerequisites: Toxic
    Benefit: Members of this race can instead release a cloud of inhaled poison in a 15 feet diameter circle centered around themselves. Any breathing creature within the cloud must make the fortitude check or become poisoned. The poison cloud lasts for one round, then dissipates. Spells or spell like abilities that create wind or breezes dissipate the poison cloud immediately. The user of this ability is immune to his or her own poison.

    Potent venom (1 RP)
    Prerequisites: Toxic
    Benefit: The toxin produced by this race is particularly hard to resist. The DC to save against the toxin increases by 1. At level 5, and again at every five levels after, the DC increases by an additional 1 (maximum of +5 at level 20). Additionally, the target must succeed on two fortitude saves to be cured of the poison.

    Stinger (2 RP)
    Prerequisites: None
    Benefit: This race has a stinger or spine at the end of a limb or tail that they can use as a primary attack. This stinger inflicts 1d6 piercing damage (or 1d4 for small creatures, and 1d8 for large). Additionally, if the race takes the 'Toxic' trait, the venom can be applied to the stinger without a poison use roll. The race may attempt to poison an enemy as part of it's attack, but this uses up one of the uses this race has for the toxic ability, whether the attack hits or misses. The attempt to poison must be declared before the attack roll is made.

    Strong Jaw (2 RP)
    Prerequisites: a bite attack
    Benefit: The damage die of the bite attack goes up one die size. The bite attack gains the grab ability.

    Swallow Whole (2 RP)
    Prerequisites: None
    Benefit: If a member of this race with Swallow Whole attack begins its turn with an opponent grappled, or adjacent and stuck with the Sticky Tongue race trait (upgraded so it can pull stuck creatures), it can attempt a new grapple maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey. If the swallower has a bite attack the prey also takes bite damage. The opponent can be up to one size category Smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. This damage equals 1d6 + con mod acid damage. This damage increases by 1d6 at level 5, level 10, level 15, and to a maximum of 5d6 at level 20. A swallowed creature keeps the grappled condition (or becomes grappled) while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is 10 + con mod + ½ it’s level (rounded down) with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it adjacent to the attacker in a square of the escapee’s choosing. If swallowed via bite attack grapple, the escapee is grappled as if grabbed by the bite attack. If swallowed with Sticky Tongue, the swallowed creature is still attached to the sticky tongue. Otherwise, the escapee is not grappled or stuck. Only one creature may be swallowed at a time. The swallower may release it’s swallowed prey as a move action, which places the prey in an adjacent square of the swallower’s choice, without the grapple condition or stuck by the sticky tongue.

    Venomous fangs (1 RP)
    Prerequisites: a bite attack, Toxic race trait.
    Benefit: On a successful bite attack that inflicts damage, as a free action this race may choose to use one of their uses of toxic to attempt to poison the foe. The foe must make the appropriate fortitude checks or become poisoned.

    Venomous spit (1 RP)
    Prerequisites: Toxic
    Benefit: Races with this trait are able to spit their venom up to 20 feet as a ranged touch attack as a standard action. The attack does no damage, but the target has to roll the venom DC save, or become poisoned. Using this attack uses up one of the uses of Toxic.


    Senses Race traits
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    Arcane Scent (4 RP)
    Prerequisites: None
    Benefit: With every spell cast or presence of magic, there is always a tiny bit of leakage of mana into the atmosphere. Members of this race, whether or not they have the scent trait, are adept at detecting this trace mana carried by the air. They may detect magic as if using the scent ability, with the same ranges and limitations. Moderately strong magic (level 4 spells and above) are treated like strong scents. Very strong magic (level 7 spells and above) are treated like overpowering scents. Members of this race also get a +2 bonus to checks to identify magic or magical effects if they can smell it. Even though this detects magic, it is a nonmagical ability. However, it does not function in antimagic areas, since the magic on the airborne particles is suppressed.

    Eagle Eyed (1 RP)
    Prerequisites: None
    Benefit: This race has sharp distance vision. The perception penalty for distance when trying to spot or see something is halved, rounded down.

    Echolocation (3RP)
    Prerequisites: None
    Benefit: This race can use high pitched clicks or chirps to 'see' it's surroundings, granting it blindsight of 30 feet. This ability cannot be used while deafened or muted, or in areas of magical silence. The clicks or chirps are faint but audible and cause a -4 penalty to stealth. Areas of loud noises count as partial concealment. For each additional RP spent, the range increases by 30 feet.

    Empath (2 RP)
    Prerequisites: None
    Benefit: This race has a rough semi telepathic ability. This ability has a range of 30 feet, and can sense the general emotional state of another mind provided the user focuses on the person or creature for three rounds. This ability cannot pinpoint the location or direction of a mind, only that one is within range. This race also gains +2 to sense motive.

    Thermal Vision (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of seeing heat (or the infrared radiation emitted by warm objects) with a range of 60 feet. Members of this race can see anything that emits heat at different levels than the environment at a range such as anything living. Areas of high heat, like large fires, grant concealment, or total concealment if intense enough. Things that are the same temperature of the environment, such as undead, are also counted as having concealment. However, insubstantial cover that does not substantially block heat, such as leaves, do not grant cover.
    Special: For one additional RP, the range of Thermal Vision can be expanded to 120 feet.

    Tremorsense (3 RP)
    Prerequisites: None
    Benefit: Members of this race can feel minute vibrations in the ground from movement in their environment. While in contact with the ground, members of this race can sense the location of any moving creature or object within 30 feet as long as they are also in contact with the ground. This functions as the blindsense trait. This ability does not require line of sight, as long as the surface between members of this race and the moving creature or object is contiguous. Anything that causes excessive shaking or vibrations, such as heavy machinery, particularly massive creatures, or earthquakes, disrupts subtle vibrations and renders Tremorsense useless. Tremorsense cannot sense creatures that are staying perfectly still.
    Special: For one additional RP, the range of the Tremorsense can be extended to 60 feet.


    Other Race traits
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    Amorphous body (2 RP)
    Prerequisites: None
    Benefit: This race, while they can maintain a humanoid shape, can collapse their body down into a large puddle or blob of liquid or gelatinous material. While in this form, this race can squeeze through openings too small for normal creatures their size, and are treated as two sizes smaller for such purposes. Shifting between forms is a standard action. The blob form can carry items, armor, and weapons, but cannot use armor or weapons nor gain any benefits from them. They do, however, keep the bonuses from all other types of items. Note that while the slime can compress itself to squeeze through, it cannot compress the items it carries. While in blob form, this race gets a +4 bonus to any escape checks and grapple escape rolls. Collapsing into blob form is a free action. Returning to a humanoid shape is a standard action that provokes attacks of opportunity.

    Bioluminescence (1 RP)
    Prerequisites: None
    Benefit: This race is able to generate non-magical light as part of their natural physiology, like the lure of an angler fish or the abdomen of fireflies. This light radiates from a specific part of their body, and cannot be changed after species creation. Members of this species can control this light, dimming it or brightening it, or causing it to flicker in patterns. Altering their light production is a free action. At its brightest, this light is the equivalent of a torch, generating normal light in a 20 foot radius, and increasing the light by one level for an additional 20 feet. Using this light causes a -2 penalty to stealth, unless the light generated matches that of the environment. If unconscious, the light is turned off.

    Dexterous feet (2 RP)
    Prerequisites: None
    Benefit: This race has hand like feet that are much more nimble than most races, and are able to grip objects and use items in a clumsy fashion. Only one handed weapons can be wielded in feet using this trait. Attacks made with items held in a foot suffer a -2 penalty. The Use Magic Device DC for using an item held in a foot is increased by 3. A person using an item while standing must succeed in an acrobatics check of DC 15, or stumble. (A character who stumbles is unable to conduct that action, but suffers no other ill effects. A character makes one DC check when attacking, even if making multiple attacks with a held weapon. Stumbling forfeits all attacks made with the held weapon, but doesn’t stop attacks made by other means, such as breath weapons or natural weapons.)

    Opposable toes (2RP)
    Prerequisites: Dexterous feet
    Benefit: This race has feet that are just as dexterous and precise as regular hands. They do not suffer the -2 penalty to attacking with held items or the DC increase for UMD checks, and need not make DC checks to avoid stumbling. Additionally, the opposable toes grants a climb bonus of +4

    Prehensile vines (2 RP)
    Prerequisites: None
    Benefit: Members of this race have dexterous vines or tendrils that can be used to carry objects or manipulate items. They cannot wield weapons with their vines or activate items using the Use Magical Device, but they can retrieve small, stowed objects carried on their persons as a swift action. They may manipulate one or two items at a time, regardless of the number of vines or tendrils the race possesses. If taken with Lashing vines, this also augments the lashing vines, granting them the ‘disarm’ ability as well as the capabilities listed above. If taken with both ensnaring vines and lashing vines, only one of the two abilities (grab and disarm) may be use in any single attack.

    Resin (2 RP)
    Prerequisites: None
    Benefit: This race is capable of producing limited quantities of a sticky resin, wax, or other such organic substance. They can produce ½ pound per day without penalty, or 1 pound by doubling their dietary intake the day before. This substance hardens into a soft, lightweight, waterproof solid when exposed to air, reminiscent of amber. This amber takes about a minute to reach complete solidity, though it can be melted again when exposed to fire or another heat source. This substance is too weak to make effective tools, armor, or weapons, but can be used to craft common goods by means of an appropriate crafting skill. Items made with this substance have the same value as a wooden item. Fully solidified, this substance has a hardness of 2, and 5 hp per inch of thickness, and has a value of 1 gold per pound. This substance is immune to ice damage, but fire does full damage to it, and ignores its hardness. Craft: Resin is always a class skill for members of this race.

    Rock Eater (1 RP)
    Prerequisites: None
    Benefit: Rather than eating food and drinking water, this race consumes stone of equivalent weight. This race is immune to ingested poisons. If the race has a bite attack, increase the damage die by one size.

    Rooted (2 RP)
    Prerequisites: None
    Benefit: Instead of sleeping, this race may instead grow roots into suitable soil. In this case, they do not fall asleep, but remain standing in place. Six hours of this rooted state is the equivalent of a full night’s rest. They are immobilized from the waist down, but are still able to use their hands to do tasks, such as crafting items. Uprooting themselves from the rooted condition is a full round action. Wearing medium or heavy armor while rooted will result in the character gaining the fatigued condition as if sleeping.

    Soul (1 RP)
    Prerequisites: Construct, Half Construct, or undead
    Benefit: Despite their inorganic, or deceased nature, members of this race have souls native to that form. They may be raised or resurrected as if organic. If used on an undead, they may chose to return either as their former living self, or as their undead self.

    Strong Back (1 RP)
    Prerequisites: +2 con or +2 str bonus
    Benefit: Members of this race are skilled at carrying heavy loads without tiring. Multiply carrying capacity by 1.5. Also, the speed of this race is not reduced by wearing medium armor.
    Special: This trait may be taken twice. If so, carrying capacity is instead doubled, and the speed of this race is not reduced by wearing medium or heavy armor.


    Weakness Race traits
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    Blind: (-5 RP)
    Prerequisites: No other vision traits
    Weakness: This race has no eyes, and cannot see at all. This race is immune to all visual spells and optical illusions, as well as any spell like abilities that require a visual component, such as meeting a gorgon's gaze. Blind races also cannot be dazzled.

    Frail (-2 RP)
    Prerequisites: None
    Weakness: This race’s body is unusually fragile and vulnerable to damage. This race gets 1 less HP per level.

    Heavy (-1 RP)
    Prerequisites: Not light
    Weakness:This race is extremely heavy. Base weight is x2 of normally medium creatures. Members of this race take a -4 to swim checks.

    Isolation madness (-2 RP)
    Prerequisites: None
    Weakness: This race’s mental health depends on the presence of other minds nearby. If separated and alone (no one within 50 ft), members of this race suffer a -2 to will, and gain the ‘shaken’ condition. These penalties go away the moment the race gets closer to another intelligent being. This is the only way one can remove these penalties.

    Light (-1 RP)
    Prerequisites: Not Heavy
    Weakness: This race is extremely light. Base weight is 1/2 of normally medium creatures. Members of this race take a -2 penalty to CMB to make bull rush or overrun checks, and take a -2 CMD when defending against these checks.

    Nearsighted: (-1 RP)
    Prerequisites: None
    Weakness: This race has trouble seeing distant objects. The perception penalty for distance when trying to spot something is doubled.

    Odor (-1RP)
    Prerequisites: None
    Weakness: This race has a particularly strong and distinctive smell, though not necessarily a bad smell. Other races can detect the general presence of members of this race, as if they possessed the scent ability. Races and creatures that do possess the scent ability treat their scent range as 3 times higher for purposes of detecting it.

    Partially blind (-3RP)
    Prerequisites: No other vision traits
    Weakness: This race has poor eyesight, even in optimal conditions. Normal light counts as dim light, and dim light counts as darkness.

    Ravenous hunger (-1 RP)
    Prerequisites: None
    Weakness: This race consumes twice the normal food that a different race of the same size would eat. Races with this trait must begin making constitution checks after just one day of fast instead of three.

    Soulless (-1 RP)
    Prerequisites: Not construct or half construct.
    Weakness: This race does not naturally have souls. They cannot be raised or resurrected, though a wish spell can reconstruct them.

    Weak Back (-1 RP)
    Prerequisites: Not strong back
    Weakness: This race cannot carry heavy burdens very well. The carrying capacity of this race is ¾ normal.
    Special: This weakness trait may be taken twice. If so, the carrying capacity of this race is ½ normal.
    Last edited by Fortis; 2018-12-20 at 05:10 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    TheYell's Avatar

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    Default Re: Big pile of homebrew Race Traits

    Interesting! How do you calculate the RP for a trait?
    Empyreal Lord of the Elysian Realm of Well-Intentioned Fail

  3. - Top - End - #3
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    A highly scientific, mathematically researched, and supercomputer tested process known as 'best guess'. In all seriousness, I try to compare the trait I'm making to similar existing traits in the pathfinder race builder. But for many of them, the RP cost is a ballpark approximation of what I figure balanced would be. As I said, balance may be wonky.

  4. - Top - End - #4
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    DapperReaper's Avatar

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    Default Re: Big pile of homebrew Race Traits

    As a fellow tinkerer of pf races(using the race builder as a starting point) I applaud your abundant homebrewing, that said, many of these tracks lack requirements, even when it might be thematically appropriate, I assume this choice is for reusing an ability for something similar on a different race than it was originally intended which would be simpler than having a bunch of similar but slightly different abilities with specific and different requirements, not a problem in itself, just seemed worth mentioning. you said it was largely un-playtested...none of the abilities themselves jump out to me as problematic in terms of what they do, but point cost adjustments might be in order on a few of them some might be too low(3 points seems cheap for what blue magic does for example) but others might be slightly overpriced. Don't have time right now to go through and come up with point adjustment suggestions but something to think about. anyway glad to see I'm not the only one creating custom pf races in their spare time, happy homebrewing ^^

  5. - Top - End - #5
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    Added the Tremorsense and Thermal Vision traits under Sensory traits. Also increased the cost of Blue Magic to 4 RP.

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    Thermal Vision (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of seeing heat (or the infrared radiation emitted by warm objects) with a range of 60 feet. Members of this race can see anything that emits heat at different levels than the environment at a range such as anything living. Areas of high heat, like large fires, grant concealment, or total concealment if intense enough. Things that are the same temperature of the environment, such as undead, are also counted as having concealment. However, insubstantial cover that does not substantially block heat, such as leaves, do not grant concealment.
    Special: For one additional RP, the range of Thermal Vision can be expanded to 120 feet.

    Tremorsense (3 RP)
    Prerequisites: None
    Benefit: Members of this race can feel minute vibrations in the ground from movement in their environment. While in contact with the ground, members of this race can sense the location of any moving creature or object within 30 feet as long as they are also in contact with the ground. This functions as the blindsense trait. This ability does not require line of sight, as long as the surface between members of this race and the moving creature or object is contiguous. Anything that causes excessive shaking or vibrations, such as heavy machinery, particularly massive creatures, or earthquakes, disrupts subtle vibrations and renders Tremorsense useless. Tremorsense cannot sense creatures that are staying perfectly still.
    Special: For one additional RP, the range of the Tremorsense can be extended to 60 feet.


    As for prerequisites, I always felt that Paizo went a bit prerequisite trigger happy in their own race creation system, to keep the results more in line with the established pathfinder races. Take, for example, Orc Ferocity.

    Spoiler: Orc Ferocity
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    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.


    I get that the original use of this trait was on orc races, but there's all sorts of different stubborn in a refuse-to-die way races that can be made. Why should they be barred from having this trait because they're not orcs? My philosophy is that life is surprising, varied, and adaptable, and the traits to make races should reflect that. I want my traits to be as open as possible, and reserve prerequisites for situations that obviously require them, such as Strong Jaw requiring a bite attack, or Venomous Fangs requiring Toxic. More mechanical needs, rather than thematic or fluff limitations.
    Last edited by Fortis; 2018-11-14 at 01:55 PM.

  6. - Top - End - #6
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    Added the traits Arcane Lore and Arcane Scent. Also, I made a list of the traits in google docs, if anyone would prefer to use that to browse them. Also, if anyone has ideas for custom traits, feel free to suggest them! If I add them, I will be sure to credit you for the idea.

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    Arcane Lore (2 RP)
    Prerequisites: None
    Benefit: This race is unusually adept at identifying magic and magical effects. Members of this race gain a +2 racial bonus to any knowledge checks rolled to identify spells, spell like effects, magical items, or potions, and may make such checks untrained.

    Arcane Scent (4 RP)
    Prerequisites: None
    Benefit: With every spell cast or presence of magic, there is always a tiny bit of leakage of mana into the atmosphere. Members of this race, whether or not they have the scent trait, are adept at detecting this trace mana carried by the air. They may detect magic as if using the scent ability, with the same ranges and limitations. Moderately strong magic (level 4 spells and above) are treated like strong scents. Very strong magic (level 7 spells and above) are treated like overpowering scents. Members of this race also get a +2 bonus to checks to identify magic or magical effects if they can smell it. Even though this detects magic, it is a nonmagical ability. However, it does not function in antimagic areas, since the magic on the airborne particles is suppressed.

  7. - Top - End - #7
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    Added Flawless Recall, Earth Dive, and Natural Projectile.

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    Flawless recall (2 RP)
    Prerequisites: None
    Benefit: Members of this race have unusually acute memories. When rolling any knowledge skill, 1 + int mod times per day (minimum 1) this race may roll twice and take the higher result.

    Earth Dive(2 RP)
    Prerequisites: None
    Benefit: While they do not possess a burrowing speed, members of this species can move or dig straight down and hide themselves in the earth. As a standard action, members of this species can dig down no more than five feet into soil, dirt, sand, gravel, or other loose ground types. This cannot be used on stone or artificial flooring. While underground in this fashion, members of this species have cover and total concealment. However, they are functionally blind and cannot attack. Additionally, they are tightly confined by the soil and cannot make any of the somatic components needed for spells. Also, they are able to breathe while underground, provided the ground is not waterlogged. However, this does not grant them the ability to breathe underground in other situations. Emerging from underground is also a standard action. Both digging down and emerging provoke attacks of opportunity.
    Special: For an additional RP, digging down and emerging in this fashion is a move action. Members of this species may dig down into the earth as a 5 foot step, which does not provoke attacks of opportunity.

    Natural Projectile (2 RP)
    Prerequisites: None
    Benefit: This race is able to fling quills, shoot seeds, or has some other means of naturally attacking at a distance. Select either bludgeoning or piercing. 1 + con mod times per day (minum 1), as a standard action, this race may make a ranged attack with a bonus equal to ½ their level. This attack has a range increment of 10 feet, and does 1d6+str damage of the type selected above. At level 5, and for every five levels after, the damage increases by 1d6 (to a maximum of 5d6+ str damage at level 20). This attack is considered a natural attack and as a thrown attack.
    Special: You may spend additional race points on this trait. For each race point spent, select one of the following bonuses
    Extra range: This attack has a range increment of 20 feet. This bonus may be purchased twice to increase the range increment to 30 feet.
    Speed: This attack may be done as a move action. This bonus may be purchased twice to make this attack a swift action.
    Extra damage: At level 3, level 8, level 13, and level 18, increase the damage by an additional 1d6.

  8. - Top - End - #8
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    Default Re: Big pile of homebrew Race Traits

    Gosh! I haven't posted homebrew in ages, but I still make things every once in a while and like to lurk. This is something I've been hoping to do or see for years, so good job on all of this! You've earned a spot among my "cool GiantITP homebrew" bookmarks.
    Come post a magic item to show that not all unique items are immensely powerful tools of the gods!
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  9. - Top - End - #9
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    Quote Originally Posted by inuyasha View Post
    Gosh! I haven't posted homebrew in ages, but I still make things every once in a while and like to lurk. This is something I've been hoping to do or see for years, so good job on all of this! You've earned a spot among my "cool GiantITP homebrew" bookmarks.
    Thanks! I hope you have fun building lots of new races and species!

    Anyway, adding several more traits. Adrenaline, Engulf, Armor Adept, Soul, and Souless

    Spoiler
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    Adrenaline (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of momentary great feats of strength, at the expense of fatigue afterward. Con mod +1 times per day (minimum 1) Members of this race may roll twice when making a strength check, a climb or swim check, or a str based attack. Afterwards, they become fatigued for two rounds. This ability may be used while fatigued, and for the duration of that check or attack, the user is not considered fatigued. However, after the check or attack is concluded, the user becomes exhausted, and must rest for an hour to remove it.

    Engulf (1 RP)
    Prerequisites: Amorphous body and swallow whole
    Benefit: Members of this race are able engulf smaller foes by simply flowing over them. Members of this race do not need to grapple foes before attempting a swallow whole check. Instead, as a standard action, may attempt to engulf an adjacent foe. If they succeed on a grapple check, the foe is considered swallowed whole, and the user must move into the foe’s original square. All other rules for swallow whole apply normally.

    Armor Adept (2 RP)
    Prerequisites: None
    Benefit: This race is not easily hindered by the weight of armor. All armor check penalties from armor and shields are reduced by one. (Minimum 0) If a member of this race is using both armor and a shield, both the armor and shield have their Armor Check Penalties reduced by 1.

    Soul (1 RP)
    Prerequisites: Construct, Half Construct, or undead
    Benefit: Despite their inorganic, or deceased nature, members of this race have souls native to that form. They may be raised or resurrected as if organic. If used on an undead, they may chose to return either as their former living self, or as their undead self.

    Soulless (-1 RP)
    Prerequisites: Not construct or half construct.
    Weakness: This race does not naturally have souls. They cannot be raised or resurrected, though a wish spell can reconstruct them.


    Still hoping to get some feedback! I know there's likely some things that can be balanced better or improved. If anyone sees any issues with the traits I've made, don't hesitate to mention it please!

  10. - Top - End - #10
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits

    Added Space step, a poor man's dimension door. It's under magical traits.

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    Space step (2 RP)
    Prerequisites: None.
    Benefit: Members of this race have an innate ability to teleport short distances. The user vanishes from their square, and reappears in another. You must be able to see the destination square. This ability has a range of 20 feet +5 feet per level. You cannot bring any other creatures with you, save for an animal companion, familiar, or other creature specifically bonded to you, provided they are your size or smaller. This may be done once per day as a standard action. This action provokes attacks of opportunity from any foes in squares adjacent to the origin square, but not the destination square. If you take damage during the teleportation, are grappled, pinned or entangled, or are experiencing violent motion or in violent weather, you must make a concentration check as if casting a level 2 spell, using your hit die as caster level and your con mod as the attribute mod used to cast the spell. This is a magical teleporting spell like ability, and is affected by spells and effects that affect such.

    Special: You may spend additional race points to add the following effects.

    Quick step: You may use space step as a move action. This costs 2 RP.
    Abundant steps: You may use space step 1 + con mod times per day. Minimum 1. This costs 1 RP.
    Far step: The range of Space step is doubled. This costs 1 RP.
    Subtle step: Space step no longer provokes attacks of opportunity. This costs 1 RP.

  11. - Top - End - #11
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    I've added Chameleon, Terrain Vision, Arcane spell aptitude, Armor Familiarity, and External Mind weakness to the google doc's list. Unfortunately, when I tried to add it to the first post of this topic, it said I hit the length limit.

    Spoiler
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    Chameleon (2 RP)
    Prerequisites: None
    Benefit: Members of this race can change their skin’s color to blend in with their surroundings. While not moving and taking no actions, this race gains +4 to stealth. This bonus is reduced to +3 while in medium armor, and +2 while in heavy armor.

    Terrain Vision (1 RP)
    Prerequisites: None
    Benefit: Members of this race are very adept at spotting objects, creatures, or people in their native terrain. Select one terrain type from the ranger’s favored terrain list. Enemies do not benefit from partial concealment due to natural features of this terrain. Total concealment due to said natural features is instead treated as partial concealment. This does not affect any concealment granted from magical effects.

    Arcane spell aptitude (1 or 2 RP)
    Prerequisites: None
    Benefit: While not able to cast spells as a spell like ability, members of this race have a knack for a certain spell when given proper magical practice or learning. Select a spell 4th level or lower. This spell is a known spell that can be prepared or cast or made into an alchemist elixir if members of this race is a spell casting class, or an alchemist. For alchemist, the spell must be one that can target self. This trait costs 1 RP if the selected spell is level 0, 1 or 2. Otherwise, it costs 2 RP.

    Armor Familiarity(2 RP)
    Prerequisites: None
    Benefit: Members of this race are extensively trained in the use of armor. If the chosen class of members of this race has no armor proficiency, they gain the Armor Proficiency, Light feat for free. If they are proficient in light armors already, they gain the Armor Proficiency, Medium feat for free. If they are already proficient in medium armors, they gain Armor Proficiency, Heavy feat for free. If they are already proficient in heavy armor, they gain +1 AC to the AC granted by their armor.

    External Mind (-3 RP)
    Prerequisites:
    Weakness: Members of this race carry their mind, animating force, or soul (if applicable) in an organ, object, or construction that is at least partially external to their body or only lightly protected. This makes it easier for foes to land a decisive blow upon it. Melee attacks targeting this race have their critical threat range expanded by one, to a maximum of 18-20 (Before feats, abilities, or class features that would expand this range, such as the feat Improved Critical)


    Chameleon is a skill and feats trait, Terrain Vision is a senses trait, Arcane Spell Aptitude is a familiarity trait, Armor Familiarity is a defense trait, and External Mind is a weakness trait.

    Also, I just discovered what that acronym PEACH meant. I've added it to the title.
    Last edited by Fortis; 2018-12-20 at 05:15 PM.

  12. - Top - End - #12
    Dwarf in the Playground
     
    RogueGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Fortis, I am lost! You have 'dumped' a lot of "gold" onto the forum! As in Midas!
    !! Thug Life !!

  13. - Top - End - #13
    Ettin in the Playground
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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Blue magic is way cheaper than it should be: it can be used by a sorcerer to be able to gain all the spells that works on creatures and even those that works on objects provided the sorcerer is willing to die.
    Soul (1 RP)
    Prerequisites: Construct, Half Construct, or undead
    Benefit: Despite their inorganic, or deceased nature, members of this race have souls native to that form. They may be raised or resurrected as if organic. If used on an undead, they may chose to return either as their former living self, or as their undead self.
    This thing contradicts the pathfinder rules: trap the soul works on all the creatures and mindless creatures are told to have souls in the values of souls for soul trade among daemons.
    Last edited by noob; 2018-12-23 at 06:26 PM.

  14. - Top - End - #14
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    The intent of blue magic was to provide the occasional bonus spell after fighting enemy wizards. Though, come to think of it, if a sorcerer was willing to spend the money, they could just buy up a bunch of scrolls and cast them on himself to get all the spells he'd want. I'm thinking of adding the following restrictions to prevent this sort of abuse. First, the learned spells cannot come from scrolls, wands, staves, or other items. They must be cast directly by another spell caster. Second, the learned spells must be encountered in combat against a hostile foe (no paying a wizard to cast spells on you). Third, only one spell can be learned at a time, and it takes a long rest to learn them. If you've got one 'learned' spell waiting for a long rest, and you get hit with another, you have to decide whether to keep the old spell, or ditch it for the new one. Obvious rules patch is obvious, but that loophole needed to be closed.

    As for the bit about the 'Soul' trait, I'm having a hard time deciphering exactly what your objection is. Constructs or undead with the 'soul' trait would be affected by Trap the Soul as an organic creature would. The purpose of this trait is to allow people to make construct or undead races without having to worry about the inability to resurrect one. It might clash with pathfinder lore, but the option is there for those who don't mind, or are making their own setting for their adventures.

    Anyway, another couple traits. Spinnerets and Healing Secretions.

    Spoiler
    Show
    Spinnerets (3 RP)
    Prerequisites: None
    Benefit: This race is capable of producing limited quantities of natural silk. They can produce ½ pound per day without penalty, or 1 pound by doubling their dietary intake the day before. This silk can be sticky or not at the choice of the user. This silk has a value of 1 gold per pound, and can be used to make anything normally made from thread, cloth, or rope as well as webs. Silken items have one half the weight of cloth items but are otherwise the same as cloth items. Additionally, ½ pound of silk can be expended to cocoon a helpless, pinned, or unconscious creature of the same size or smaller. This is a standard action that provokes an attack of opportunity. You must make a successful grapple check to cocoon a creature you are pinning. The DC to escape a cocoon is 20 + your bonus to Craft: Silk. Craft: Silk is always a class skill for members of this race. (Note: If you want to be shooting sticky webs at foes to ensnare them, consider the trait Adhesive Secretions.)

    Healing Secretions (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of naturally producing a medicinal substance that aids with healing, or who’s blood has medicinal properties. They are capable of producing 1 + con mod doses per day. If the medicinal substance is blood, the user cannot be at full HP. One dose can be applied to wounds to grant fast healing of 1 hp per round for a number of rounds equal to the user’s level. Alternatively, a dose can be applied topically to a patient to grant a +4 to any one heal check made by the user. This substance loses its medicinal properties after 1 hour after leaving the user’s body. Applying a dose of the medicinal substance is a standard round that provokes an attack of opportunity.

  15. - Top - End - #15
    Ettin in the Playground
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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Quote Originally Posted by Fortis View Post
    The intent of blue magic was to provide the occasional bonus spell after fighting enemy wizards. Though, come to think of it, if a sorcerer was willing to spend the money, they could just buy up a bunch of scrolls and cast them on himself to get all the spells he'd want. I'm thinking of adding the following restrictions to prevent this sort of abuse. First, the learned spells cannot come from scrolls, wands, staves, or other items. They must be cast directly by another spell caster. Second, the learned spells must be encountered in combat against a hostile foe (no paying a wizard to cast spells on you). Third, only one spell can be learned at a time, and it takes a long rest to learn them. If you've got one 'learned' spell waiting for a long rest, and you get hit with another, you have to decide whether to keep the old spell, or ditch it for the new one. Obvious rules patch is obvious, but that loophole needed to be closed.

    As for the bit about the 'Soul' trait, I'm having a hard time deciphering exactly what your objection is. Constructs or undead with the 'soul' trait would be affected by Trap the Soul as an organic creature would. The purpose of this trait is to allow people to make construct or undead races without having to worry about the inability to resurrect one. It might clash with pathfinder lore, but the option is there for those who don't mind, or are making their own setting for their adventures.

    Anyway, another couple traits. Spinnerets and Healing Secretions.

    Spoiler
    Show
    Spinnerets (3 RP)
    Prerequisites: None
    Benefit: This race is capable of producing limited quantities of natural silk. They can produce ½ pound per day without penalty, or 1 pound by doubling their dietary intake the day before. This silk can be sticky or not at the choice of the user. This silk has a value of 1 gold per pound, and can be used to make anything normally made from thread, cloth, or rope as well as webs. Silken items have one half the weight of cloth items but are otherwise the same as cloth items. Additionally, ½ pound of silk can be expended to cocoon a helpless, pinned, or unconscious creature of the same size or smaller. This is a standard action that provokes an attack of opportunity. You must make a successful grapple check to cocoon a creature you are pinning. The DC to escape a cocoon is 20 + your bonus to Craft: Silk. Craft: Silk is always a class skill for members of this race. (Note: If you want to be shooting sticky webs at foes to ensnare them, consider the trait Adhesive Secretions.)

    Healing Secretions (3 RP)
    Prerequisites: None
    Benefit: Members of this race are capable of naturally producing a medicinal substance that aids with healing, or who’s blood has medicinal properties. They are capable of producing 1 + con mod doses per day. If the medicinal substance is blood, the user cannot be at full HP. One dose can be applied to wounds to grant fast healing of 1 hp per round for a number of rounds equal to the user’s level. Alternatively, a dose can be applied topically to a patient to grant a +4 to any one heal check made by the user. This substance loses its medicinal properties after 1 hour after leaving the user’s body. Applying a dose of the medicinal substance is a standard round that provokes an attack of opportunity.
    I said the problem with pathfinder lore is that all the constructs and undead already have souls and are already target-able with trap the soul and so on.
    Your trait suggest they does not have souls which is contradicting the lore which says they have souls.
    Last edited by noob; 2019-01-05 at 05:13 AM.

  16. - Top - End - #16
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    I command you, thread, rise from your grave! LIVE! LIVE ONCE MORE!! AAAAHAHAHAHAHA!!

    So, inspiration struck, and I added a bunch of traits to the pile. Treasure Hunter (Feat and skill trait), Cliff Dweller (movement trait), Standard Flexible (Ability Score Modifier), Blood Sense (Sensory trait), Mist Sight (Also Sensory), Bleeding Strike (Offense trait), and Water Dependent (Weakness).
    Spoiler: New Traits
    Show
    Treasure hunter (1 RP)
    Prerequisites: None
    Benefit: Members of this race gain a +4 racial bonus on perception checks to find money, valuables, or magic items, including scrolls and potions.

    Cliff dweller (2 RP)
    Prerequisites: None
    Benefit: This race is adept at living on mountainsides, cliffs, and steep rocky terrain in general, and gains a +4 racial bonus to any acrobatics checks to move among these terrains. While climbing in these terrains, this race has a climb speed of half their movement speed, or 20 feet (whichever is higher) and may take 10 even while threatened.


    Standard Flexible (1 RP)
    Prerequisites: None
    Benefit: Members of this race get +2 to one ability score and -2 to one ability score, chosen at race creation. Additionally, Members of this race gain an additional +2 that is assigned at character creation, but cannot be placed in the same ability as the static +2.

    Blood Sense (3 RP)
    Prerequisites: None
    Benefit: Through either magical or mundane senses, members of this race are able to sense the presence of living blood. Members of this race can detect living creatures within 30 feet, as if they had the blindsense ability, except it does not require line of sight. This ability cannot detect undead or constructs, unless they are made at least in part of blood, and cannot detect bloodless creatures like oozes. Additionally, this sense can detect recently spilled blood, but only up to 1 hour after the blood was spilled.

    Mist Sight (2 RP)
    Prerequisites: None
    Benefit: Members of this race are able to see through mist, fog, smoke, murky water and similar insubstantial visual obstructions as if they were clear air or water. The miss chances for these obstructions are ignored up to this race’s normal range of vision.

    Water Dependent (-1 RP)
    Prerequisites: None
    Weakness: Members of this race must keep their skin moist, or risk drying out. Members of this race must soak their skin once per day with at least a pint of water. If they do not, they must make a fortitude save of DC 15. For each consecutive day they go without hydrating their skin, this fortitude save increases by 1. Failing this save deals 1d4 nonlethal damage. Nonlethal damage inflicted by this can only be healed by hydrating their skin. The spell Endure Elements protects against this drying out, and prevents the daily fortitude save, as well as keeping the save DC from increasing.

    Bleeding strike (2 RP)
    Prerequisites: A natural attack that does slashing or piercing.
    Benefit: Pick one natural attack possessed by this race. 1+con mod times per day, as a swift action, this race may try to inflict the bleeding condition on a living enemy they successfully hit with that natural attack. The target must make a fortitude save. The DC of this save is 10+½ level + con mod. This bleeding causes con mod damage per turn, and lasts for 1d6 rounds. This bleeding can be stopped with a DC 15 heal check, or any magical healing, or a round of fast healing or regeneration.


    Also, I've always felt that the breath weapon trait was rather underpowered. At it's base, it does 1d6 elemental damage, and can only be used once per day. That's rather wimpy damage even at level 1, and I'm kinda hard pressed to think of why you'd want to use it as opposed to options provided by one's class, barring situations such as being disarmed, or completely out of spells. I made a few traits to augment it, that are significantly more powerful than what the vanilla race builder provides. I leave it to the GM's discretion on whether or not they wish to allow them. They're all in Offense race traits.
    Spoiler: Breath weapon traits
    Show
    Breath weapon, intense (1 RP)
    Prerequisites: Breath weapon
    Benefit: The breath weapon gains 1d6 damage at level 1, and again at levels 5, 10, 15, and 20, for a total of 5d6 additional damage.
    Special: This trait can be taken a second time. In this case, the breath weapon gains an additional 1d6 damage die at levels 3, 8, 13, and 18.

    Breath weapon, swift (1 RP)
    Prerequisites: Breath weapon
    Benefit: This race may use it’s breath weapon as a move action.
    Special: This trait can be taken a second time. If done so, this race may use it’s breath weapon as a swift action.

    Breath weapon, frequent (1 RP)
    Prerequisites: Breath weapon
    Benefit: The breath weapon may be used 1+con mod times per day.


    Lastly, I've nerfed Blue magic. Now you can only learn one spell per day, and it has to be cast by a hostile opponent.

    As always, I welcome any ideas or suggestions for balance improvements.
    Last edited by Fortis; 2019-06-13 at 05:01 PM.

  17. - Top - End - #17
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    wow. this is an amazing resource. I'm still going through all the traits, but so far they seem really well-balanced. I like how you've created traits that are less binary than typical monster abilities (i.e. having a tail instead of legs making it easier to stand up from prone rather than simply being immune to tripping. I too love tinkering with homebrew races, and I can't wait to try some of these traits out. Definitely yoinking backwards strike with a tail for my dragonfolk race. :)

    I'll probably come back with more notes, but the only thing that's stuck out to me thus far is that the bioelectrogenesis offensive trait talks about using electricity to stun creatures, but the ability doesn't actually allow any stunning, merely dealing eletricity damage. maybe a separate trait to stun along with the damage could be included?

  18. - Top - End - #18
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Thanks! Always makes me smile seeing people enjoy my creation. Just bear in mind most of these have not been playtested. If you do use them, let me know how they work out.

    As for the bioelectrogenesis trait and stunning, maybe something like 'Stunning Shock' that works like the monk's stunning fist would work.

    Edit: Just realized I didn't have a type of action listed for Blinding Flash. It's a standard action.
    Last edited by Fortis; 2019-06-14 at 09:49 AM.

  19. - Top - End - #19
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Well, I'm currently working on making trolls (not half-trolls or "trollkin", but actual trolls) a functioning playable PF race, but I'm starting to lean towards turning it into a 6-level "racial class" instead. Not sure if any of these will come in handy with that, though I really like the rock eater trait. Once I get any kinda playtesting under way I can report back. For now, though, my only hunch is, as I saw touched on earlier in the thread, that some of the 3-cost abilities might be a bit overcosted, but we'll see how that pans out once I actually start building a few races with these.

  20. - Top - End - #20
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    A new offensive race trait: Stunning shock. Credit was given to Ethereal Gears for the idea.

    Spoiler
    Show
    Stunning Shock (2 RP)
    Prerequisites: Bioelectrogenesis
    Benefit: When members of this race successfully damage a foe with Bioelectrogenesis, they may attempt to stun the foe as a free action. The foe must make a successful fortitude save of 10+½ level + con mod, or become stunned for one round. A stunned character drops everything held, can’t take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. This ability cannot be used on constructs, undead, insubstantial creatures, or any creature that is immune to electrical damage.


    Edit: Also increased the price of Treasure Hunter to 2 RP, to bring it more in line with the vanilla race builder traits.
    Last edited by Fortis; 2019-06-14 at 12:06 PM.

  21. - Top - End - #21
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    New batch of race traits incoming. Spikes and Terrifying Charge in offense traits, Good hearing in Senses traits, Powerful Build in defensive traits, and Vulnerable in weakness traits. Thanks to Izzarra for the ideas behind Good Hearing and Spikes. Also, I added a couple of new options for the Natural Projectile trait.

    Spoiler
    Show
    New Natural Projectile bonuses.
    High Velocity: For the first range incriment, these projectiles target touch AC rather than regular AC. This bonus costs 2 RP.
    Elemental Projectile: Select fire, cold, electricity, or acid. The projectiles now inflict the chosen energy type of damage rather than bludgeoning or piercing.

    Vulnerable (-2 RP)
    Prerequisites: No natural armor bonuses
    Weakness: This race is not very durable, and easy to injure. This race suffers a -1 natural armor penalty.

    Terrifying charge (2 RP)
    Prerequisites: None
    Benefit: When members of this race make a charge attack and inflict damage, they may make a demoralize check as a swift action. This is a mind affecting fear effect.
    Special: For an extra RP, members of this race may make the demoralize check even if they miss or no damage is inflicted.

    Good hearing (1 RP)
    Prerequisites: None
    Benefit: Members of this race have exceptionally good hearing. They receive a +2 racial bonus on any perception checks with an auditory component. This includes finding or noticing creatures that are invisible or attempting to hide.
    Special: This trait may be taken twice, to increase the bonus to +4

    Spikes (2 RP)
    Prerequisites: None
    Benefit: Members of this race have sturdy spikes or spines they can use as a weapon. Spikes are a primary natural weapon that deals 1d6 piercing damage (1d4 if small, 1d8 if large). When grappling a foe, the spikes automatically deal their damage on a successful grappling check. For using spikes defensively, consider the racial trait ‘Thorns’.

    Powerful Build (4 RP)
    Prerequisites: not light
    Benefit: The physical stature of this race lets them function in many ways as if they were one size category larger. Whenever a member of this race is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger if doing so is advantageous to them. They are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as grab or swallow whole) can affect them. Members of this race can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.

  22. - Top - End - #22
    Ettin in the Playground
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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Vulnerable (-2 RP)
    Prerequisites: No natural armor bonuses
    Weakness: This race is not very durable, and easy to injure. This race suffers a -1 natural armor penalty.
    I am not sure it is worth -2 rp.
    maybe -1 but not -2

  23. - Top - End - #23
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Eh, my reasoning was that if a +1 natural armor bonus is worth 2 RP, I figured that a -1 would be worth -2 RP.

    Edit: I'm just being silly now. A couple of traits inspired by Mario Bros
    Spoiler: It's a me!
    Show
    Stomp attack (2 RP)
    Prerequisites: None
    Benefit: Members of this race are adept at attacking by landing on top of a foe. When jumping or falling on top of an enemy, you may make an attack as a swift action. If the attack hits, you do 1d6+str bludgeoning damage, plus an additional 1d6 for each ten feet that you fall. However, the attacker still takes falling damage as normal, though treat the fall as 10 feet shorter if the attack successfully hits. After a successful hit, the attacker lands in an adjacent square of their choice, even if falling damage would cause them to fall prone. This attack is treated as a natural attack. Species with the trait ‘Sky Sentinel’ also gain +2 dodge AC bonus versus Stomp attacks. Boots or shoes can be enchanted with a weapon enchantment to apply their effect to the stomp natural attack, however doing this prevents an amulet of mighty fists from applying their effect to the stomp natural attack. An enchanted set of boots like this takes up the feet slot.

    Yoshi eggs (2 RP)
    Prerequisites: Yoshi subtype, swallow whole ability
    Benefit: When a foe dies because of damage from the ‘swallow whole’ ability, members of this race automatically generate a yoshi egg. These eggs are a throwing weapon that do 1d6 + str bludgeoning damage and have a range of 30 feet. At level 5, 10, 15, and 20, these eggs gain an additional 1d6 damage, to a maximum of 5d6 damage at level 20. Once per round, one of these eggs may be thrown as a swift action. Any one yoshi can only have a maximum of six eggs at one time. This trait also grants proficiency with the yoshi egg weapon.


    Edit edit: So, I just counted these up, and I've got exactly 120 traits (counting the silly ones).

  24. - Top - End - #24
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    Caelestion's Avatar

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    A penalty is always going to be cheaper than the equivalent bonus, simply because people will minimise their penalties and maximise their benefits.

  25. - Top - End - #25
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    That does make sense. Alright, gonna knock Vulnerable to -1.

  26. - Top - End - #26
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Added a few new traits. Long step (movement trait), Tracking Venom (Sense trait), and Blood Spray (offensive trait).

    Spoiler: New traits
    Show
    Long step (2 RP)
    Prerequisites: None
    Benefit: Members of this race may move 10 feet instead of 5 when making a 5 foot step. This movement must be done in a straight line.

    Tracking venom (1 RP)
    Prerequisites: Toxic
    Benefit: In addition to it’s harmful effects, the venom of this race includes a molecule that is odorless to other races but extremely noticeable to members of this race. After hitting with an envenomed attack, or otherwise getting the venom into contact with a target (venomous fangs or venomous spit, for example), members of this race can smell the target as if they had the scent ability. This lasts for 24 hours from the point of contact with the venom. This ability still functiones even if the target passed it’s fortitude saves to resist the venom. If a race has both Tracking Venom and Scent, this ability instead provides a +4 bonus to any rolls to notice or track the target for 24 hours.

    Blood spray (1 RP)
    Prerequisites: Organic species
    Benefit: Members of this species, when threatened, are able to eject a small volume of their blood and spray it at foes. At race creation, select either 20 foot line or 15 foot cone. 1 + con mod times per day (minimum 1), as a standard action, members of this race may take 1d6 damage, and may make an area attack of the chosen type. Every foe within the area must make a fortitude check, DC 10+level+con mod or be sickened for 1d4 rounds. This DC increases by 1 at level 5, and 1 at every multiple of 5 afterwards. Additionally, at every multiple of five, the damage the user must take also increases by 1d6 Pass or fail, targets of this ability become immune to it for 24 hours after being within its area. Undead and constructs, and any race immune to the sickened status are immune to this ability. If this race also has venomous blood from Toxic, they may choose to expend a use of Toxic to make every creature in the area of this attack also roll a separate DC to resist being poisoned. If this race possesses the Elemental Blood trait, the targets must make a reflex DC or suffer the Elemental Blood damage. (no damage on a successful save.)

  27. - Top - End - #27
    Orc in the Playground
     
    SwashbucklerGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    love tracking venom and blood spray. It's great to have all these options for building truly aberrant/monstrous races, as I've always had a penchant for playing those kinda characters. Just reminding myself to bookmark this thread!

  28. - Top - End - #28
    Halfling in the Playground
     
    DwarfFighterGuy

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    Default Re: Big pile of homebrew Race Traits (PEACH)

    Inspired by the pit viper and horned lizard respectively.

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