Race Builder Additions

## Qualities

### Type:

* **Magical Beast (0 RP)** A magical beast is an animal of heightened intelligence, usually with some other special abilities. A magical beast eats, sleeps, and breathes.
* **Ooze (12 RP)** Oozes gain the Naturally Blind and Blindsense racial traits. Oozes are also immune to paralysis, poison, polymorph effects, sleep effects, and stunning. Oozes eat and breathe, but do not sleep.

### Size:

* **Huge (12 RP)** prerequisite: giant subtype; The race is naturally huge in size, giving it a +4 bonus to strength, a -4 penalty to dexterity, a -2 size penalty to AC and attack rolls, a +2 bonus to CMB and CMD, and a -8 penalty to stealth.

### Ability Score Modifier:

* **Advanced, Variant (5 RP)** Select either mental or physical ability scores. +4 to one of chosen type, +2 to others of chosen type, +2 to one of the other type, and a –2 penalty to one other score of the other type.
* **Greater Advanced (8 RP)** Select either physical or mental ability scores. +4 to one of chosen type, +2 to others of chosen type. +4 to one of other type.
* **Highly Advanced (12 RP)** Select either physical or mental ability scores. +6 to one of chosen type, +4 to others of chosen type. +6 to one of other type.
* **Elite (6 RP)** +2 bonus to every ability score.
* **Greater Elite (10 RP)** +4 bonus to one physical ability score, a +4 bonus to one mental ability score, and a +2 bonus to every other ability score.
* **True Elite (16 RP)** +4 bonus to all ability scores
* **Greater Flexible (3 RP)** +4 to one ability score
* **Greater Specialized (4 RP)** Select either physical or mental ability scores. +4 to one of chosen type, +2 to others of chosen type. -4 to one of other type, -2 to others of other type.
* **Highly Specialized (8 RP)** Select either physical or mental ability scores. +4 to all of chosen type, -4 to all of other type
* **Human Heritage, Variant (1 RP)** Choose either physical or mental ability scores. +4 to one ability score of chosen type, -2 penalty to one of other type.
* **Human Heritage, Enhanced (12 RP)** The race gains a +4 bonus to one physical and one mental ability score of choice, and a +2 bonus to all other scores.
* **Mundane (-1 RP)** no bonuses or penalties to ability scores
* **Standard, Variant (2 RP)** each member of the race gets a +2 bonus to one physical and one mental ability score of choice, and a -2 penalty to one ability score of choice at creation.
* **Greater Standard (4 RP)** the race gains a +4 bonus to one physical ability score, a +4 bonus to one mental ability score, and a -4 penalty to any other ability score.
* **True Paragon (6 RP)** the race gains a +4 bonus to one physical ability score and one mental ability score
* **True Paragon, Variant (6 RP)** select either physical or mental ability scores. The race gains a +4 to two of the selected type, a +4 to one of the other type, and a -4 to the other two of the other type
* **Perfect (20 RP)** the race gains a +4 bonus to all ability scores, and an additional +4 bonus to one physical and one mental ability score of choice.

### Language:

* **Xenophobic** has an RP cost of (-1) instead of (0)
* **Secret Language (+2 RP)** The race's Racial Language is considered a secret language and cannot be learned by others without a native speaker teaching them. It is not translated by comprehend languages, Tongues, or Universal Translators.
* **Mute (-2 RP)** The race cannot communicate verbally or cast spells with a verbal component. The race can still understand languages normally and can communicate in other ways, such as writing, sign language, or a code of grunts and clicks. Another creature not familiar with a special kind of communication cannot communicate effectively without making a DC 10 linguistics or sense motive check for basic ideas, or DC 20 for more complex ideas.
* **Telepathy (3 RP)** Members of this race gain telepathy out to a range of 30 feet. If they don't share a common language with a creature, they can only communicate basic ideas. You can increase the range by an additional 30 feet for every additional 2 RP spent. This Quality can be selected along with any other Language Quality.

## Traits:

### Defense:

* **Regeneration (5 RP)** Members of this race gain regeneration 1. Choose an element for it to be overcome by. This cannot be an element that the race is resistant or immune to. Special: this trait can be taken multiple times. Each time you do, increase the amount of regeneration by 1 and the RP cost by 1.
* **Fortification (4 RP)** You gain 25% fortification. Special: this trait may be selected up to 4 times. Each time, increase the amount of fortification by 25%. Every time increase the cost by 1 RP.
* **Damage Reduction** may be increased to /- by spending 2 additional points.
* **Pride (1 RP)** Members of this race receive a +2 racial bonus on saving throws against mind-affecting effects.
* **Devoted (2 RP)** Members of this race gain a +2 bonus on saves against enchantment and compulsion effects.
* **Immortal (1 RP)** Members of this race do not age naturally and cannot die of old age. While some might come into being at age categories other than adulthood, they never leave their original age category. Spells and effects that cause aging affect a member of this race as normal.
* **Immune to Undeath (1 RP)** This race can’t become undead. Spells and abilities that would transform a member of this race into an undead creature have no effect.

### Feats and Skills:

* **Flexible Combat Feat (3 RP):** Members of this race gain a bonus feat of their choice at first level, however it must be a combat feat.
* **Frightener (1 RP):** Intimidate is always a class skill for this race, and it never takes a penalty on Intimidate checks due to being smaller than its target.

### Magic:

* **Spell-Like Ability, Constant (Variable, see Special):** Prerequisites: None; Benefit: Choose a 3rd-level or lower spell that does not attack a creature or deal damage with a duration of 1 minute/ level or longer. Members of this race are under the constant effects of that spell. The caster level of the spell is equal to the user's character level. If dispelled, you may resume its effects as a free action on your turn. Special: This trait costs as many RP as three times the level of spell chosen (minimum 3). Up to five spells can be chosen when you take this trait. Each time you take an additional spell, adjust the RP cost of this trait appropriately. DM discretion advised.
* **Unearthly Magic (2 RP):** Prerequisite: Extraterrestrial origins; Benefit: Members of this race gain the following spell-like abilities: constant—levitate (as a move action and lasts 1 round); at will—ghost sound, dancing lights, silent image. The DC for the spells is equal to 10 + the spell's level + the caster's Charisma modifier.

### Movement:

* **Very Slow (-2 RP)** Members of this race have a 10 ft move speed.
* **Amazing Sprint (4 RP)** Once per hour, the race may move at ten times its normal speed on a run, charge, or withdrawal action.

### Offense:

* **Powerful Bite (2 RP)** Prerequisites: bite attack. You add twice your Str mod on bite attacks.
* **Natural Attacks** may also choose tentacle or stinger.
* **Poison (2 RP)** Prerequisites: Aberration, dragon, magical beast, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype. You gain a poison that applies to one of your natural attacks that does piercing or slashing damage. Poison (injury); save Fort negates; frequency 1/round for 4 rounds; effect 1d4 Str or Dex damage (choose one when you select this trait); cure 1 save. The save DC is equal to 10 + 1/2 the race's HD + the race's Con modifier (or Cha, if undead). You may spend 2 additional RP to make this Con damage.
* **Rend (2 RP)** Prerequisites: Claws or Talons. Select either claws or talons. Members of this race that hit with both of the selected natural attack deal the base damage of that natural attack plus one and one half their Str modifier. Special: this trait can be selected up to two times, once for claws and once for talons. If you have more than the assumed 2 attacks of each kind, you may select this trait again for each additional 2 attacks of that type for 1 RP.
* **Pounce (8 RP)** Members of this race may make a full attack on a charge.
* **Enhanced Breath (Variable RP)** Prerequisites: Breath weapon. Your breath weapon now deals sonic, force, divine, profane, or disintegration damage. The base cost of the breath weapon is increased by 2 (increasing the cost of all additions by 2 as well).
* **Dragon's Breath (10 RP)** Prerequisites: Must have spent at least 10 RP on Breath Weapon (or 20 if enhanced breath), Dragon. Your breath weapon is incredibly powerful and may be summoned often. It deals 1d6 damage/level and may be used once every 1d6 rounds. For an additional 2 RP, this can be reduced to 1d4 rounds.
* **Oversized weapons (4 RP)** Prerequisites: racial bonus to Str. Members of this race treat weapons they wield as if they were one size category larger.
* **Greater swarming (1 or 2 RP)** Prerequisites: Swarming. You increase the amount of creatures that can share your space by one, and you gain a +1 flanking bonus when they also attack a creature the other two are already attacking. This costs 2 RP if medium sized, or 1 RP if you are small sized or smaller. Special: You may select this trait a maximum of two times.
* **Warrior Race (3 RP)** Members of this race gain a +1 bonus to attack and damage rolls. By spending 2 additional RP, this is increased by an additional +1.

### Senses:

* **Blindsight (6 RP)** The race has blindsight to a range of 30 ft.
* **Tremorsense 30 ft (2 RP)** The race can automatically pinpoint the location of creatures touching the ground, as blind sense.

### Weakness:

* **Weak (-2 RP)** Members of this race add only 1/2 their Str modifier on damage rolls, or their Str modifier on two handed damage rolls.

* **No hands (-4 RP)** Members of this race have no hands and thus cannot maneuver small objects well. They are considered to not be proficient with any weapon other than natural attacks and unarmed strikes, and may not be able to use some weapons at all. In addition, they cannot cast spells with somatic components and they have a -4 penalty on Disable Device checks and any checks that require fine motor skills. Finally, they cannot equip hand slot magic items (but may still equip slightly modified rings).
* **Frightful (-1 RP)** Members of this race take a -2 penalty on saves against fear effects.
* **Heavy (-1 RP):** The race is very heavy. They sink twice as fast in all liquids and fall twice as fast (meaning they take fall damage as if they fell twice as far).
* **Naturally blind (-2 RP)** If it does not possess some form of perception that does not require sight, the race cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. They are, however, immune to gaze attacks, visual effects, and abilities that rely on sight.
* **Legless (-4 RP)** If members of this race possess no other form of movement, they can only move 5 ft as full round action. Members of this race cannot wear foot or leg slot magic items.
* **Undersized Weapons (-2 RP)** All weapons wielded by this race (not including natural weapons) do damage as if they were one size category smaller.
* **Severe elemental vulnerability (-4 RP)** Members of this race take 100% more damage from a single energy type.
* **Forward Facing (-4 RP)** All creatures gain an additional +2 bonus when flanking members of this race, and the race takes a -10 penalty on sight based perception checks to notice things behind them.
* **Skill Penalty (-1 RP)** Members of this race take a -4 penalty to a single skill check. This cannot be profession, perform, or craft.
* **Shattered Soul (-1 RP)** Members of this race who are killed are exceptionally difficult to return to life. Those who attempt to return a member of this race to life using raise dead, resurrection, or similar spells must succeed at a caster level check equal to 10 + the member's Hit Dice. If this check fails, the spell fails and the caster can’t return the member of this race to life for the next 24 hours (though the caster can try again after this period).
* **Delicious (-1 RP)** Members of this race take a –2 penalty on Escape Artist and combat maneuver checks made to escape a grapple against any creature that has a bite attack with the grab ability.
* **Insatiable (-1 RP):** Members of this race need to eat twice as much food or twice as often as a regular creature of their size to stave off the effects of hunger.
* **Gluttonous (-2 RP):** The race takes a -2 penalty on saves against ingested poisons and saving throws made to resist eating. Additionally, they must eat twice times as much as normal for a creature of their size. When an member of the race is presented with food they must make a will saving throw to not eat everything presented to them, even taking the time to stop whatever they're doing to consume whatever is before them. This requires a will saving throw equal to the craft check made to create the food (Usually 10-15 for normal food items, 16-20 for exquisite cuisine, 21-30 for gourmet food, and 30+ for divine and nearly flawless delicious meals). If the creature fails it's save it must eat as much as it can of the meal (Though if in a dangerous situation it can still defend it's self or fight to keep it's meal safe).
* **Sensitive Breath (-1 RP)** Members of this race take a –2 penalty on saving throws against disease and inhaled poisons.
* **Sentient (-5 RP)** Prerequisite: Undead, or Construct type. Members of this race are affected normally by mind-effects.
* **Sea Longing (-1 RP)** Every 24 hours a member of this race spends in an area more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.
* **Own Two Feet (-1 RP)** Members of this race are extremely unnerved whenever they are riding another creature or on a vehicle, and they take a – 2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks when doing so.

### Other:

* **Compression (1 RP)** The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.
* **Division, Greater (16 RP):** This functions as division, except the copies do not suffer status effects on their own and they gain a separate pool of HP from your own (equal to 1+your con modifier/HD, plus any bonuses from toughness or similar abilities). They can be recalled from a distance up to your move speed and can be created as a swift, move, or standard action. They possess their own items but still share a pool of resources (if a copy uses a 1/day ability, it is expended for all copies).
* **Division (10 RP):** Members of this race can divide into multiple identical copies of themselves. They can make one copy per level, and it requires a standard action to create a copy. All the copies share a single pool of resources and HP. If any copy is affected by a status effect, all the copies are affected. A creature may recall any number of copies into itself as an immediate action so long as the copies are within 10 ft of one another. It is unimportant which is the original creature as they are essentially all one creature. The copies may flank with themselves and use the Aid Another action on one another. They are treated as separate creatures for the purposes of teamwork feats.
* **Division, Lesser (6 RP)** This functions as division, except that the copies each have their own hp. You must sacrifice your own HP to create these copies (max 1 hp/hd) and they are immediately shunted back to you if killed, no matter the distance. You do not regain these hit points if returned to you in this way. Additionally, they have no magical capabilities of their own and do not possess the same items as you. They do NOT count as separate creatures for the purposes of teamwork feats
* **Hold Breath (1 RP)** may be taken up to 4 times. Each time, increase the number of rounds per point of Con by 2 (max of 10 times con rounds by spending 4 RP).