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+2 dex +2 cha -2 wis

Medium (0 RP): Medium races have no bonuses or penalties due to their size. A Medium creature has a
space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Lucky, Lesser (2 RP): Members of this race gain a +1 racial bonus on all saving throws.

Healthy (2 RP): Prerequisite: The race has at least a +2 racial bonus to Constitution; Benefit: Members of
this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases

Silver Tongued (3 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on Diplomacy
and Bluff checks. In addition, when they use Diplomacy to shift a creatures attitude, they can do so up
to three steps up rather than just two.

Seducer (2 RP): Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: Members of
this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment
school. In addition, members of this race with a Wisdom score of 15 or higher may use charm
person once per day as a spell-like ability (caster level is equal to the users character level).

Hold Breath (1 RP): Prerequisites: None; Benefit: Members of this race can hold their breath for a
number of rounds equal to four times their Constitution score before risking drowning or suffocating.

Lifebound (2 RP): Prerequisite: A Constitution score; Benefit: Members of this race gain a +2 racial bonus
on all saving throws made to resist death effects, saving throws against negative energy effects,
Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to
negative hit points.

Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and
a racial weapon group. When choosing a racial weapon group, you must choose a group that includes
the same name as one of your subtypes. Members of this race are proficient with those weapons. For
the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken
up to two times. The second time it is taken, the race becomes proficient with another two weapons or
one weapon and a racial weapon group.

houses

Gifted Linguist (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this
race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they
put a rank in the Linguistics skill.
Gift of Tongues (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this
race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every
time they put a rank in the Linguistics skill.

Shadow Magic (2 RP): Prerequisites: None; Benefit: Members of this race add +1 to the DC of any
saving throws against spells of the shadow subschool that they cast. Members of this race with a
Charisma score of 11 or higher also gain the following spell-like abilities: 1/dayghost sound, pass
without trace, ventriloquism. The caster level for these spell-like abilities is equal to the users character
level.
Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using
Stealth while moving by 5 and can make Stealth checks while running at a 20 penalty (this number
includes the penalty reduction from this trait).

Quick Reactions (2 RP): Prerequisites: None; Benefit: Members of this race receive Improved Initiative
as a bonus feat.
Weapon Familiarity (1 RP): Prerequisites: None; Benefit: Choose up to two weapons, or one weapon
and a racial weapon group. When choosing a racial weapon group, you must choose a group that
includes the same name as one of your subtypes. Members of this race are proficient with those
weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This
trait can be taken up to two times. The second time it is taken, the race becomes proficient with another
two weapons or one weapon and a racial weapon group.

Linguist (1 RP): Members of this race start with Common plus their racial language (if any). Furthermore,
members of this race with high Intelligence scores can learn any languages they want (except Druidic
and other secret languages).

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