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Fey (2 RP)

A fey is a creature with supernatural abilities and connections to nature or to some other force or place.
A fey race has the following features:
Fey have the low-light vision racial trait.
Fey breathe, eat, and sleep.
Small (0 RP)
Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a 1 penalty on combat
maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of
5 feet by 5 feet and a reach of 5 feet.

Hold Breath (Ex)


A penguin can hold its breath for a number of minutes equal to 6 times its Constitution score before it
risks drowning.

Toboggan (Ex)
On snow- or ice-covered terrain, a penguin can move at a rate of 30 feet by sliding on its belly rather
than walking.
Slow Speed (1 RP)
The race has a base speed of 20 feet. If the race is Medium, its members speed is never modified by
armor or encumbrance.

+2 Dex, +2 Cha, -2 Str

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).
Bond to the Land (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 dodge bonus to AC when in a specific terrain type selected
from the rangers list of favored terrains. This choice is made at character creation, and cannot be
changed.
Cornered Fury (4 RP)
Prerequisites: None.
Benefit: Whenever a member of this race is reduced to half its hit points or fewer and has no
conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.
Deathless Spirit (3 RP)
Prerequisites: None.
Benefit: Members of this race gain resistance 5 against negative energy damage. They do not lose
hit points when they gain a negative level, and they gain a +2 racial bonus on saving throws against
death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy
school.
Hydrated Vitality (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water, fey type, or plant type.
Benefit: Members of this race gain fast healing 2 for 1 round anytime they submerge completely
within a body of natural salt water, fresh water, or brackish water. Stagnant, poisoned, or trapped
water (such as water within an artificial pit or a bag of holding) does not activate this ability.
Members of this race can heal up to 2 hit points per level per day with this ability, after which it
ceases to function.
Lifebound (2 RP)
Prerequisites: 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.
Lucky, Lesser (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 racial bonus on all saving throws.
Natural Armor (2 RP)
Prerequisites: None.
Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.
Focused Study (4 RP)
Prerequisites: None.
Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as
a bonus feat.
Gregarious (1 RP)
Prerequisites: The race has at least a +2 racial bonus to Charisma.
Benefit: When members of this race successfully use Diplomacy to win over an individual, that
creature takes a 2 penalty on attempts to resist any of the members Charisma-based skills for the
next 24 hours.
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).
Skilled (4 RP)
Prerequisites: None.
Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank
whenever they gain a level.
Sneaky (5 RP)
Prerequisites: None.
Benefit: Members of this race gain a +4 racial bonus on Stealth checks.
Water Child (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while
swimming, and may choose Aquan as a bonus language.
Quick Reactions (2 RP)
Prerequisites: None.
Benefit: Members of this race receive Improved Initiative as a bonus feat.
Nereid Fascination (3 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water or fey type.
Benefit: Members of this race gain the following supernatural ability:
1/daya member of this race can create a 20-foot-radius burst that causes humanoids within the
auras range to become fascinated with the user (as the bards fascinate bardic performance).
Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 +
1/2 the users character level + the users Charisma modifier).
Object of Desire (1 RP)
Prerequisites: None.
Benefit: Members of this race add +1 to their caster level when casting charm person and charm
monster.
Fleet-Footed (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Dexterity.
Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative
checks.
Swift as Shadows (3 RP)
Prerequisites: The race has at least a +2 racial bonus to Dexterity.
Benefit: Members of this race reduce the penalty for using Stealth while moving at full speed by 5,
and reduce the Stealth check penalty for sniping by 10.
Swim (2 RP)
Prerequisites: None.
Benefit: Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim
checks that a swim speed normally grants.
Powerful Swimmer (1 RP) X2
Prerequisites: Swim racial trait.
Benefit: Members of this race receive a +10 foot bonus to their swim speed.
Special: This trait can be taken twice. Its effects stack.
Water Sense (1 RP)
Prerequisites: Outsider (native) with ties to the Plane of Water or amphibious racial trait.
Benefit: Members of this race can sense vibrations in water, granting them blindsense 30 feet
against creatures that are touching the same body of water.
Amphibious (2 RP)
Prerequisites: Swim racial trait.
Benefit: Members of this race are amphibious and can breathe both air and water.

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