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Race Builder / Creating a New Race / Step 3: Racial Traits

Other Racial Traits

Source Advanced Race Guide pg. 238
This category covers various traits that other categories do not, which can augment your race in a number of different ways.

Standard Other Traits

Source Advanced Race Guide pg. 238
Amphibious (2 RP): Prerequisite: Swim racial trait; Benefit: Members of this race are amphibious and can breathe both air and water.

Heroic (4 RP): Prerequisites: None; Benefit: In campaigns that use the optional hero point system, each time a member of this race gains a level, it gains 2 hero points instead of 1. If it takes the Blood of Heroes feat, it gains 3 hero points each level instead of 2.

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.

Light and Dark (1 RP): Prerequisites: None; Benefit: Members of this race gain the following supernatural ability: Once per day as an immediate action, a member of this race can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. This ability lasts for 1 minute once activated.

Multitalented (2 RP): Prerequisites: None; Benefit: Members of this race choose two favored classes at 1st level and gain +1 hit points or +1 skill rank whenever they take a level in either of those classes.

Prehensile Tail (2 RP): Prerequisites: None; Benefit: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.

Rodent Empathy (1 RP): Prerequisite: Ratfolk subtype; Benefit: Members of this race gain a +4 bonus on Handle Animal checks made to influence rodents.

Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with plants as if subject to a continual speak with plants spell.

Advanced Other Traits

Source Advanced Race Guide pg. 239
Grabbing Appendages (6 RP): Prerequisites: Any type except humanoid, Large size; Benefit: Members of this race have a small group of appendages that are useful for little more than to aid in grappling. Members of this race gain Improved Grapple as a bonus feat, and can maintain a grapple and still make attacks with their main appendages.

Monstrous Other Traits

Source Advanced Race Guide pg. 239
Multi-Armed (4 RP): Prerequisites: None; Benefit: Members of this race possess three arms. A member of this race can wield multiple weapons, but only one hand is its primary hand, and all others are off hands. It can also use its hands for other purposes that require free hands. Special: This trait can be taken up to twice. When it is taken a second time, the race gains a fourth arm.

Quadruped (2 RP): Prerequisites: Any type except humanoid, Large size, normal speed; Benefit: Members of this race possess four legs and two arms, granting them a +4 racial bonus to CMD against trip attempts and a +10 foot bonus to their base speed. In addition, members of this race use weapons and armor as if they were Medium (instead of Large). Special: The number of legs can be increased by 2 for each additional 1 RP spent. Each such increase grants an additional +4 racial bonus to CMD against trip attempts, but no other bonus.

Quadrupeds and Magic Item Slots

Source Advanced Race Guide pg. 236
Creating a race with more than two legs adversely affects that race’s ability to use standard feet slot magic items. The best way to deal with this is to create variant magic item versions of the various boots, shoes, and slippers that can be worn by this race. Allow members of these races to find ankle bracelets of speed or horseshoes of spider climb that act just like their traditional magic item counterparts, but fit the new race’s form.