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| Narris04-04-07, 11:42 PM | Astral Deva characters possess the following racial traits. Str +12, Dex +8, Con +8, Int +8, Wis +8, Cha +10 Medium size. An astral deva’s base land speed is 50 feet. It also has a fly speed of 100 feet (good). Racial Hit Dice: An astral deva begins with twelve levels of outsider, which provide 12d8 Hit Dice, a base attack bonus of +12, and base saving throw bonuses of Fort +10, Ref +10, and Will +10 Racial Skills: An astral deva's outsider levels give it skill points equal to 15× (8 + Int modifier). Its class skills are Concentration, Craft, Knowledge (any three), Diplomacy, Escape Artist, Hide, Intimidate, Listen, Move Silently, Sense Motive, Spot, Use Rope Racial Feats: An astral deva's outsider levels give it 5 feats. +15 natural armor bonus. Natural Weapons: Slam (1d8) Angel Traits: Darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, resistance to electricity 10 and fire 10, +4 racial bonus on saves against poison. protective aura, tongues. Special Attacks: Spell-like abilities, stun Special Qualities: Change shape, damage reduction 10/evil, spell resistance equal to 30 + class levels, uncanny dodge Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal. Favored class: Level adjustment +8 |
| Narris04-05-07, 12:00 AM | Aranea characters possess the following racial traits. Dex +4, Con +4, Int +4, Wis +2, Cha +4 Medium size. An aranea’s base land speed is 50 feet. It also has a climb speed of 25 ft. Racial Hit Dice: An aranea begins with three levels of magical beast, which provide 3d10 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +3, Ref +3, and Will +2 Racial Skills: An aranea's magical beast levels give it skill points equal to 6× (2 + Int modifier). Its class skills are Climb, Concentration, Escape Artist, Jump, Listen, and Spot. Racial Feats: An aranea's magical beast levels give it 2 feats. +1 natural armor bonus. Natural Weapons: Bite (1d6) Special Attacks: Poison, spells, web Special Qualities: Change shape, darkvision 60 ft., low-light vision Automatic Languages: Common. Bonus Languages: Sylvan Favored class: Level adjustment +4 |
| Narris04-05-07, 12:21 AM | Athach characters possess the following racial traits. Str +16, Dex +2, Con +11, Int -4, Wis +2, Cha -4 Huge size: -2 penalty to Armor Class, -2 penalty on attack rolls, -8 penalty on Hide checks, +8 bonus on grapple checks, lifting and carrying limits double those of Large characters. Space/Reach: 15 feet/15 feet. An athach’s base land speed is 50 feet. Darkvision out to 60 feet. Racial Hit Dice: An athach begins with fourteen levels of aberration, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +4, Ref +4, and Will +9 Racial Skills: An athach's aberration levels give it skill points equal to 17× (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot. Racial Feats: An athach's aberration levels give it 5 feats. +8 natural armor bonus. Special Attacks: Poison Automatic Languages: Giant. Bonus Languages: Common, Favored class: Level adjustment +5 |
| Narris04-05-07, 12:33 AM | Bralani characters possess the following racial traits. Str +8, Dex +8, Con +6, Int +2, Wis +4, Cha +4 Medium size. A bralani’s base land speed is 40 feet. It also has a fly speed of 100 feet (perfect). Racial Hit Dice: A bralani begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A bralani's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Escape Artist, Handle Animal, Hide, Jump, Listen, Move Silently, Ride, Sense Motive, Spot, Tumble, and Use Rope. Racial Feats: A bralani's outsider levels give it 3 feats. +6 natural armor bonus. Special Attacks: Spell-like abilities, whirlwind blast Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues. Automatic Languages: Celestial. Bonus Languages: Common, Infernal, Draconic. Favored class: Level adjustment +5 |
| Narris04-05-07, 12:47 AM | Couatl characters possess the following racial traits. Str +8, Dex +6, Con +4, Int +6, Wis +8, Cha +6 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A couatl’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). Racial Hit Dice: A couatl begins with nine levels of outsider, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +6 Racial Skills: A couatl's outsider levels give it skill points equal to 12× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Jump, Knowledge (any two), Listen, Search, Sense Motive, Spellcraft, Spot, Survival, Tumble, and Use Magic Device. Racial Feats: A couatl's outsider levels give it 4 feats. +9 natural armor bonus. Natural Weapons: Bite (1d3) Special Attacks: Constrict 2d8+6, improved grab, poison, psionics, spells Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, telepathy 90 ft. Automatic Languages: Common Bonus Languages: Celestial, Draconic Favored class: Level adjustment +7 |
| Narris04-05-07, 12:56 AM | Dretch characters possess the following racial traits. Str +2, Con +4, Int -6 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters A dretch’s base land speed is 20 feet. Racial Hit Dice: A dretch begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3 Racial Skills: A dretch's outsider levels give it skill points equal to 5× (8 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, Search, and Survival. Racial Feats: A dretch's levels give it 1 feat. +5 natural armor bonus. Natural Weapons: Claw (1d6) Special Attacks: Spell-like abilities, summon demon Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft. Automatic Languages: Abyssal Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +2 |
| Narris04-05-07, 01:05 AM | Hezrou characters possess the following racial traits. Str +10, Con +18, Int +4, Wis +4, Cha +8 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A hezrou’s base land speed is 30 feet. Racial Hit Dice: A hezrou begins with ten levels of outsider, which provide 10d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +7, Ref +7, and Will +7 Racial Skills: A hezrou's outsider levels give it skill points equal to 13× (8 + Int modifier). Its class skills are Climb, Concentration, Hide, Escape Artist, Intimidate, Listen, Move Silently, Search, Spellcraft, Spot, Survival, and Use Rope. Racial Feats: A hezrou's outsider levels give it 4 feats. +14 natural armor bonus. Natural Weapons: Bite (4d4), Claw (1d8) Special Attacks: Spell-like abilities, stench, improved grab, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance equal to 19 + class level, telepathy 100 ft. Automatic Languages: Abyssal. Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +9 |
| Narris04-05-07, 01:15 AM | Succubus characters possess the following racial traits. Str +2, Dex +2, Con +2, Int +6, Wis +4, Cha +16 Medium size. Succubi base land speed is 30 feet. It also has a fly speed of 50 feet (average). Racial Hit Dice: A succubus begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A succubus's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Escape Artist, Hide, Intimidat, Knowledge (any one), Listen, Move Silently, Search, Spot, Survival, and Use Rope. Racial Feats: A succubus's outsider levels give it 3 feats. +9 natural armor bonus. Natural Weapons: Claw (1d6) Special Attacks: Energy drain, spell-like abilities, summon demon Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance is equal to 18 + class level, telepathy 100 ft., tongues Automatic Languages: Abyssal Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +6 |
| Narris04-05-07, 01:25 AM | Vrock characters possess the following racial traits. Str +12, Dex +4, Con +14, Int +4, Wis +6, Cha +6 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A vrock’s base land speed is 30 feet. It also has a fly speed of 50 feet (average). Racial Hit Dice: A vrock begins with ten levels of outsider, which provide 10d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +7, Ref +7, and Will +7 Racial Skills: A vrock's outsider levels give it skill points equal to 13× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Hide, Intimidate, Knowledge (any one), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, and Survival. Racial Feats: A vrock's outsider levels give it 4 feats. +11 natural armor bonus. Natural Weapons: Claw (2d6), Bite (1d8), Talon (1d6) Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance equals 17 + class levels, telepathy 100 ft. Automatic Languages: Abyssal. Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +8 |
| Narris04-05-07, 01:40 AM | Derro characters possess the following racial traits. Dex +4, Con +2 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A derro’s base land speed is 20 feet. Racial Hit Dice: A derro begins with three levels of monstrous humanoid, which provide 3d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +3, and Will +3 Racial Skills: A derro's monstrous humanoid levels give it skill points equal to 6× (2 + Int modifier). Its class skills are Bluff, Hide, Listen, and Move Silently. Racial Feats: A derro's monstrous humanoid levels give it 2 feats. +2 natural armor bonus. Special Attacks: Poison use, spell-like abilities, sneak attack +1d6 Special Qualities: Darkvision 60 ft., spell resistance equals 15 + class levels, vulnerability to sunlight Automatic Languages: Undercommon. Bonus Languages: Common Favored class: Level adjustment +2 |
| Narris04-05-07, 01:48 AM | Bearded devil characters possess the following racial traits. Str +4, Dex +4, Con +6, Int -4 Medium size. A bearded devil’s base land speed is 40 feet. Racial Hit Dice: A bearded devil begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A bearded devil's outsider levels give it skill points equal to 9× (8 + Int modifier). Its class skills are Climb, Diplomacy, Hide, Listen, Move Silently, Sense Motive, and Spot. Racial Feats: A bearded devil's outsider levels give it 3 feats. +7 natural armor bonus. Natural Weapons: Claw (1d6) Special Attacks: Infernal wound, beard, battle frenzy, summon devil Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance equals 17 + class levels, telepathy 100 ft. Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +6 |
| Narris04-05-07, 01:57 AM | Chain devil characters possess the following racial traits. Str +4, Dex +4, Con +4, Int -4, Cha +2 Medium size. A chain devil’s base land speed is 30 feet. Racial Hit Dice: A chain devil begins with eight levels of outsider, which provide 8d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +6, Ref +6, and Will +6 Racial Skills: A chain devil's outsider levels give it skill points equal to 11× (8 + Int modifier). Its class skills are Climb, Craft (blacksmithing), Escape Artist, Intimidate, Listen, Spot, and Use Rope. Racial Feats: A chain devil's outsider levels give it 3 feats. +8 natural armor bonus. Special Attacks: Dancing chains, unnerving gaze Special Qualities: Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance equals 18 + class levels Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +6 |
| Narris04-05-07, 02:05 AM | Erinyes characters possess the following racial traits. Str +10, Dex +10, Con +10, Int +4, Wis +8, Cha +10 Medium size. A erinyes’ base land speed is 30 feet. It also has a fly speed of 50 feet (good). Racial Hit Dice: A erinyes begins with nine levels of outsider, which provide 9d8 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +6 Racial Skills: A erinyes' outsider levels give it skill points equal to 12× (8 + Int modifier). Its class skills are Concentration, Diplomacy, Escape Artist, Hide, Knowledge (any two), Listen, Move Silently, Search, Sense Motive, Spot, Survival, and Use Rope. Racial Feats: A erinyes' outsider levels give it 4 feats. +8 natural armor bonus. Special Attacks: Entangle, spell-like abilities, summon devil Special Qualities: Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance equals 20 + class levels, telepathy 100 ft., true seeing Automatic Languages: Infernal. Bonus Languages: Common, Celestial, Draconic Favored class: Level adjustment +7 |
| Narris04-05-07, 02:28 AM | Drider characters possess the following racial traits. Str +4, Dex +4, Con +6, Int +4, Wis +6, Cha +6 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/5 feet. A drider’s base land speed is 30 feet. It also has a climb speed of 15 feet. Racial Hit Dice: A drider begins with six levels of aberration, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +2, Ref +2, and Will +5 Racial Skills: A drider's aberration levels give it skill points equal to 9× (2 + Int modifier). Its class skills are Climb, Concentration, Hide, Listen, Move Silently, and Spot. Racial Feats: A drider's aberration levels give it 3 feats. +6 natural armor bonus. Natural Weapons: Bite (1d4) Special Attacks: Spells, spell-like abilities, poison Special Qualities: Darkvision 60 ft., spell resistance equals 17 + class levels Automatic Languages: Elven, Undercommon, Common Favored class: Level adjustment +4 |
| Narris04-05-07, 01:05 PM | Ettercap characters possess the following racial traits. Str +4, Dex +6, Con +2, Int -4, Wis +4, Cha -2 Medium size. An ettercaps’s base land speed is 30 feet. It also has a climb speed of 30 feet. Racial Hit Dice: An ettercap begins with five levels of aberration, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +1, Ref +1, and Will +4 Racial Skills: An ettercap's aberration levels give it skill points equal to 8× (2 + Int modifier). Its class skills are Climb, Craft (trapmaking), Hide, Listen, and Spot. Racial Feats: An ettercap's aberration levels give it 2 feats. +1 natural armor bonus. Natural Weapons: Bite (1d8), Claw (1d3) Special Attacks: Poison, web Special Qualities: Low-light vision Automatic Languages: Common Favored class: Level adjustment +4 |
| Narris04-05-07, 01:15 PM | Ettin characters possess the following racial traits. Str +12, Dex -2, Con +4, Int -4 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. An ettin’s base land speed is 40 feet. Racial Hit Dice: An ettin begins with ten levels of giant, which provide 10d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +7, Ref +3, and Will +3 Racial Skills: An ettin's giant levels give it skill points equal to 13× (2 + Int modifier). Its class skills are Listen, Search, and Spot. Racial Feats: An ettin's giant levels give it 4 feats. +7 natural armor bonus. Special Qualities: Low-light vision, superior two-weapon fighting Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin. Favored class: Level adjustment +5 |
| Narris04-05-07, 01:25 PM | Djinni characters possess the following racial traits. Str +8, Dex +8, Con +4, Int +4, Wis +4, Cha +4 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A djinni’s base land speed is 20 feet. It also has a fly speed of 60 feet (perfect). Racial Hit Dice: A djinni begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A djinni's outsider levels give it skill points equal to 10× (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any one), Diplomacy, Escape Artist, Knowledge (any one), Listen, Move Silently, Sense Motive, Spellcraft, Spot, and Use Rope. Racial Feats: A djinni's outsider levels give it 3 feats. +3 natural armor bonus. Natural Weapons: Slam (1d8) Special Attacks: Air mastery, spell-like abilities, whirlwind Special Qualities: Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. Automatic Languages: Auran, Common. Bonus Languages: Celestial, Ignan Favored class: Level adjustment +6 |
| Narris04-05-07, 01:34 PM | Fire giant characters possess the following racial traits. Str +20, Dex -2, Con +10, Wis +4 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A fire giant’s base land speed is 40 feet. Racial Hit Dice: A fire giant begins with fifteen levels of giant, which provide 15d8 Hit Dice, a base attack bonus of +11, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A fire giant's giant levels give it skill points equal to 18× (2 + Int modifier). Its class skills are Climb, Craft (any one), Intimidate, Jump, and Spot. Racial Feats: A fire giant's giant levels give it 6 feats. +8 natural armor bonus. Natural Weapons: Slam (1d4) Special Attacks: Rock throwing Special Qualities: Immunity to fire, low-light vision, rock catching, vulnerability to cold Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin. Favored class: Level adjustment +4 |
| Narris04-05-07, 01:42 PM | Frost giant characters possess the following racial traits. Str +18, Dex -2, Con +10, Wis +4 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A frost giant’s base land speed is 40 feet. Racial Hit Dice: A frost giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4 Racial Skills: A frost giant's giant levels give it skill points equal to 17× (2 + Int modifier). Its class skills are Climb, Craft (any one), Intimidate, Jump, and Spot. Racial Feats: A frost giant's giant levels give it 5 feats. +9 natural armor bonus. Natural Weapons: Slam (1d4) Special Attacks: Rock throwing Special Qualities: Immunity to cold, low-light vision, rock catching, vulnerability to fire Automatic Languages: Giant. Bonus Languages: Common, Orc, Goblin Favored class: Level adjustment +4 |
| Narris04-05-07, 01:52 PM | Harpy characters possess the following racial traits. Dex +4, Int -4, Wis +2, Cha +6 Medium size. A harpy’s base land speed is 20 feet. It also has a fly speed of 80 feet (average). Racial Hit Dice: A harpy begins with seven levels of monstrous humanoid, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +2, Ref +5, and Will +5 Racial Skills: A harpy's monstrous humanoid levels give it skill points equal to 10× (2 + Int modifier). Its class skills are Bluff, Intimidate, Listen, Perform (oratory), and Spot. Racial Feats: A harpy's monstrous humanoid levels give it 3 feats. +1 natural armor bonus. Natural Weapons: Claw (1d3) Special Attacks: Captivating song Special Qualities: Darkvision 60 ft. Favored class: Level adjustment +3 |
| Narris04-05-07, 02:01 PM | Lamia characters possess the following racial traits. Str +8, Dex +4, Con +2, Int +2, Wis +4, Cha +2 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A lamia’s base land speed is 60 feet. Racial Hit Dice: A lamia begins with nine levels of magical beast, which provide 9d10 Hit Dice, a base attack bonus of +9, and base saving throw bonuses of Fort +6, Ref +6, and Will +3 Racial Skills: A lamia's magical beast levels give it skill points equal to 12× (2 + Int modifier). Its class skills are Bluff, Concentration, Diplomacy, Disguise, Hide, Intimidate, and Spot. Racial Feats: A lamia's magical beast levels give it 4 feats. +7 natural armor bonus. Natural Weapons: Claw (1d4) Special Attacks: Spell-like abilities, Wisdom drain Special Qualities: Darkvision 60 ft., low-light vision Favored class: Level adjustment +4 |
| Narris04-05-07, 02:10 PM | Lammasu characters possess the following racial traits. Str +12, Dex +2, Con +6, Int +6, Wis +6, Cha +4 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A lammasu’s base land speed is 30 feet. It also has a fly speed of 60 feet (average). Racial Hit Dice: A lammasu begins with seven levels of magical beast, which provide 7d10 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +2 Racial Skills: A lammasu's magical beast levels give it skill points equal to 10× (2 + Int modifier). Its class skills are Concentration, Diplomacy, Knowledge (arcana), Listen, Sense Motive, and Spot. Racial Feats: A lammasu's magical beast levels give it 3 feats. +10 natural armor bonus. Natural Weapons: Claw (1d6) Special Attacks: Pounce, rake 1d6+3, spells Special Qualities: Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities Automatic Languages: Common Bonus Languages: Draconic, Celestial Favored class: Level adjustment +5 |
| Narris04-05-07, 02:19 PM | Lillend characters possess the following racial traits. Str +10, Dex +6, Con +4, Int +4, Wis +6, Cha +8 Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A lillend’s base land speed is 20 feet. It also has a fly speed of 70 feet (average). Racial Hit Dice: A lillend begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5 Racial Skills: A lillend's outsider levels give it skill points equal to 10× (8 + Int modifier). Its class skills are Appraise, Concentration, Diplomacy, Knowledge (arcana), Listen, Perform (any one), Sense Motive, Spellcraft, Spot, and Survival. Racial Feats: A lillend's outsider levels give it 3 feats. +5 natural armor bonus. Natural Weapons: Tail slap (2d6) Special Attacks: Constrict, improved grab, spells, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to poison, resistance to fire 10 Favored class: Level adjustment +6 |
| Narris04-05-07, 02:26 PM | Locathah characters possess the following racial traits. Dex +2, Int +2, Wis +2 Medium size. A locathah’s base land speed is 10 feet. It also has a swim speed of 60 feet. Racial Hit Dice: A locathah begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0 Racial Skills: A locathah's humanoid levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Craft (any one), Listen, Spot, and Swim. Racial Feats: A locathah's humanoid levels give it 1 feat. +3 natural armor bonus. Automatic Languages: Aquan. Bonus Languages: Common Favored class: Level adjustment +1 |
| Narris04-05-07, 02:34 PM | Merfolk characters possess the following racial traits. Dex +2, Con +2, Cha +2 Medium size. A merfolk’s base land speed is 5 feet. It also has a swim speed of 50 feet. Special Qualities: Amphibious, low-light vision Automatic Languages: Common and Aquan Favored class: Bard Level adjustment +1 |
| obrysii04-05-07, 02:37 PM | While this is a neat idea ... you have to format! Use bullets to denote separations between each ability! It's very hard to read. |
| Narris04-05-07, 02:44 PM | Sahuagin characters possess the following racial traits. Str +4, Dex +2, Con +2, Int +4, Wis +2, Cha -2 Medium size. A sahuagin’s base land speed is 30 feet. It also has a swim speed of 60 feet. Racial Hit Dice: A sahuagin begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0 Racial Skills: A sahuagin's monstrous humanoid levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Handle Animal, Hide, Listen, Profession (hunter), Ride, Spot, and Survival. Racial Feats: A sahuagin's monstrous humanoid levels give it 1 feat. +5 natural armor bonus. Natural Weapons: Talon (1d4) Special Attacks: Blood frenzy, rake Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent Automatic Languages: Sahuagin. Bonus Languages: Common, Aquan Favored class: Level adjustment +2 (+3 if four-armed) |
| Narris04-05-07, 02:52 PM | Flamebrother salamander characters possess the following racial traits. Str +2, Dex +2, Con +4, Int +4, Wis +4, Cha +2 Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters. A flamebrother salamander’s base land speed is 20 feet. Racial Hit Dice: A flamebrother salamander begins with four levels of outsider, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +4, Ref +4, and Will +4 Racial Skills: A flamebrother salamander's outsider levels give it skill points equal to 7× (8 + Int modifier). Its class skills are Craft (blacksmithing), Hide, Listen, Move Silently, and Spot. Racial Feats: A flamebrother salamander's outsider levels give it 2 feats. +7 natural armor bonus. Natural Weapons: Tail Slap (1d4) Special Attacks: Constrict, heat, improved grab Special Qualities: Darkvision 60 ft., immunity to fire, vulnerability to cold Automatic Languages: Ignan. Favored class: Level adjustment +4 |
| DarknessEternal04-05-07, 03:00 PM | Why? This information is already avalible. |
| Narris04-05-07, 03:05 PM | Skum characters possess the following racial traits. Str +8, Dex +2, Con +2, Cha -4 Medium size. A skum’s base land speed is 20 feet. It also has a swim speed of 40 feet. Racial Hit Dice: A begins with two levels of aberration, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +0, and Will +3 Racial Skills: A skum's aberration levels give it skill points equal to 5× (2 + Int modifier). Its class skills are Hide, Listen, Move Silently, Spot, and Swim. Racial Feats: A skum's aberration levels give it 1 feat. +2 natural armor bonus. Natural Weapons: Bite (2d6), Claw (1d4) Special Attacks: Rake Special Qualities: Darkvision 60 ft., amphibious Automatic Languages: Aquan Favored class: Level adjustment +3 |
| FaithlessOfLux06-10-07, 06:16 PM | Yeah a lot of the races like merfolk and locathah are already available in the srd. |