Está en la página 1de 4

Aasimar Racial Stats

+2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.


Native Outsider: Aasimars are outsiders with the native subtype.
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to
the aasimars class level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores
can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.
Eladrin Racial Stats
+2 Dexterity, +2 Charisma: Eladrin are agile and have strong personalities, but lack common sense.
Native Outsider: Eladrin are outsiders with the native subtype.
Normal Speed: Eladrin move at a base speed of 30 feet.
Darkvision: Eladrin can see in the dark up to 60 feet.
Skilled: Eladrin gain a +2 racial bonus on Handle Animal and Sense Motive.
Spell-Like Ability: Eladrin can use detect thoughts once per day as a spell-like ability, with a caster level
equal to their class level.
Fey Resistance: Eladrin have cold resistance 5, electricity resistance 5, and sonic resistance 5.
Languages: Eladrin begin play speaking Common and Sylvan. Eladrin with high Intelligence scores can
choose from the following languages: Aklo, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, and
Orc.
Ganzi Racial Stats
+2 Constitution, +2 Charisma, -2 Intelligence: Ganzi are expressive and strangely resilient, but have
difficulty focusing.
Native Outsider: Ganzi are outsiders with the native subtype.
Medium: Ganzi are Medium creatures.
Normal Speed: Ganzi have a base speed of 30 feet.
Darkvision: Ganzi can see in the dark up to 60 feet.
Skilled: Ganzi have a +2 racial bonus on Sense Motive and Survival checks.
Quibble: Once per day as an immediate action, a ganzi can twist probability and alter the luck of a single
creature within 30 feet, forcing it to reroll a single d20 on a roll it has just made. The target must take the
second result, even if it is worse. A ganzi may use this ability after the target has rolled, but must use it
before the GM declares if the roll was a success or failure. Unwilling creatures may resist a ganzis
influence with a successful Will save (DC = 10 + 1/2 the ganzis level + the ganzis Charisma modifier).
This is a curse effect.
Maelstrom Resistance: Ganzi have acid resistance 5, electricity resistance 5, and sonic resistance 5, and
gain a +2 racial bonus on saving throws against spells of the polymorph subschool.
Suli Racial Stats
+2 Dexterity, +2 Charisma, -2 Wisdom: Genasi are quick and forceful, but often strange and easily
distracted by errant thoughts.
Native Outsider: Genasi are outsiders with the native subtype.
Medium: Genasi are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Genasi have a base speed of 30 feet.


Low-light Vision: Genasi can see further in lowlight conditions than humans.
Elemental Resistance 5: Sulis have resistance to two of the following energy types: acid 5, cold 5,
electricity 5, or fire 5.
Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in acid, cold,
electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed
strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage
of the appropriate energy type.
Negotiator: Sulis are keen negotiators, and gain a +2 racial bonus on Diplomacy and Sense Motive
checks.
Languages: Sulis begin play speaking Common and one elemental language (Aquan, Auran, Ignan,
Pallan, or Terran). Sulis with high Intelligence scores can choose from the following: Aquan, Auran,
Draconic, Ignan, Pallan, and Terran.
Tiefling Racial Stats
+2 Dexterity, +2 Intelligence, -2 Charisma: Tieflings are quick in body and mind, but are inherently
strange and unnerving.
Native Outsider: Tieflings are outsiders with the native subtype.
Medium: Tieflings are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Tieflings have a base speed of 30 feet.
Darkvision: Tieflings see in the dark for up to 60 feet.
Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
Spell-Like Ability: Tieflings can use darkness once per day as a spell-like ability. The caster level for
this ability equals the tieflings class level.
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines treat their Charisma score
as 2 points higher for all sorcerer class abilities.
Languages: Tieflings begin play speaking Common and either Abyssal or Infernal. Tieflings with high
intelligence scores can choose from the following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin,
Halfling, Infernal, and Orc.

Beguiling Liar: Many tieflings find that the best way to get along in the world is to tell others what they
want to hear. These tieflings practice of telling habitual falsehoods grants them a +4 racial bonus on Bluff
checks to convince an opponent that what they are saying is true when they tell a lie. This racial trait
replaces skilled.
Celestial Crusader: Some aasimars follow their destiny to war against the powers of ultimate evil. These
individuals gain a +1 insight bonus on attack rolls and to AC against evil outsiders and a +2 racial bonus
on Knowledge (planes) and Spellcraft checks to identify evil outsiders or items or effects created by evil
outsiders; they may use these skills untrained for this purpose. This racial trait replaces celestial resistance
and skilled.
Deathless Spirit: Particularly strong-willed aasimars possess celestial spirits capable of resisting the
powers of death. They 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. This racial trait replaces
celestial resistance.
Energy Strike (Su): A suli with this racial trait has a stronger connection to one energy type than to the
other three used by sulis. Choose one energy type: acid, cold, electricity, or fire. The sulis elemental
assault ability can only deal energy damage of this type. The suli has resistance 5 to this energy type and
no racial resistance to the other three types. While her elemental assault is active, the suli gains an
additional ability based on the chosen energy type.
Earthfoot (acid): Whenever the suli moves through difficult terrain related to earth and stone
(rubble, mud, sand, and so on), she may move through 5 feet of that difficult terrain each round as
if it were normal terrain. This allows the suli to take a 5-foot step into that difficult terrain. Other
kinds of difficult terrain (ice, caltrops, foliage, and so on) affect the suli normally.
Firehand (fire): Instead of adding damage to a melee attack, the suli may hurl a piece of her armflames as if it were a thrown weapon. The suli makes a ranged touch attack; if the attack hits, the
target takes 1d6 points of fire damage. The flames have a range increment of 10 feet.
Icewalk (cold): The suli can walk on water-based liquids as if using water walk, except instead of
hovering above the surface, she creates a temporary layer of ice that supports her and
immediately melts once she moves away from it. This ice is not slippery to the suli and does not
affect her balance or speed, though other ice affects her normally. Other creatures cannot travel on
this ice, but the suli may carry a creature while moving.
Shockshield (electricity): Once per round as an immediate action, the suli can shock a creature
that touches or attacks her with a natural attack, unarmed strike, or metal melee weapon, dealing
1d6 points of electricity damage to the creature.
This racial trait otherwise works like and replaces elemental assault.
Exalted Resistance: An aasimar with this racial trait gains spell resistance equal to 5 + her level against
spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by
evil outsiders. This racial trait replaces celestial resistance.
Fiendish Sprinter: Some tieflings have feet that are more bestial than human. Whether their feet
resemble those of a clawed predator or are the cloven hooves common to many of their kind, tieflings
with this trait gain a 10-foot racial bonus to their speed when using the charge, run, or withdraw actions.
This racial trait replaces skilled.
Halo: Some aasimars possess the ability to manifest halos. An aasimar with this racial trait can create
light centered on her head at will as a spell-like ability. When using her halo, she gains a +2 circumstance
bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or
dazzled. This racial trait replaces the darkvision racial trait.
Heavenborn: Born in the celestial realms, aasimars with this racial trait gain a +2 bonus on Knowledge
(planes) checks and they cast spells with the good or light descriptor at +1 caster level. This racial trait
replaces the skilled and spell-like ability racial traits.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on
Knowledge (history) checks and saving throws against death effects and can use lesser age resistance
once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
Incorruptible: Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this
racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar
uses this ability on herself, the duration increases to 1 hour per level. This racial trait replaces the spelllike ability racial trait.
Maw or Claw: Some tieflings take on the more bestial aspects of their fiendish ancestors. These tieflings
exhibit either powerful, toothy maws or dangerous claws. The tiefling can choose a bite attack that deals
1d6 points of damage or two claws that each deal 1d4 points of damage. These attacks are primary natural
attacks. This racial trait replaces the spell-like ability racial trait.

Prehensile Tail: Many tieflings have tails, but some have long, flexible tails that can be used to carry
items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed
objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.
Scaled Skin: The skin of these tieflings provides some energy resistance, but is also as hard as armor.
Choose one of the following energy types: cold, electricity, or fire. A tiefling with this trait gains
resistance 5 in the chosen energy type and also gains a +1 natural armor bonus to AC. This racial trait
replaces fiendish resistance.
Scion of Humanity: Some aasimars heavenly ancestry is extremely distant. An aasimar with this racial
trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat
prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill.
This racial trait replaces the Celestial language and alters the native subtype.
Soul Seer: Rare tieflings have a peculiar sight that allows them to see the state of a creatures soul. They
can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish
sorcery racial traits.
Truespeaker: There are some aasimars whose language transcends all boundaries. They gain a +2 bonus
on Linguistics and Sense Motive checks, and they learn two languages each time they gain a rank in
Linguistics. This racial trait replaces skilled.
Vestigial Wings: Some tieflings possess a pair of undersized, withered, or stunted wings like a mockery
of those of their fiendish forbearer. Sometimes these wings are leathery, like those of a bat. Other times
they are covered with a scattering of black, red, or violet feathers. Rare manifestations can take even more
bizarre forms. These wings do not provide the lift required for actual flight, but do have enough power to
aid flight attained by some other method, and grant a +4 racial bonus on Fly skill checks. This racial trait
replaces skilled.

También podría gustarte