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Riksa



CREATURE TRAITS (15 XP)



ATTRIBUTES (2 XP)



LANGUAGES (0 XP)



INNATE ABILITIES (13 XP)



VARIANTS




ADDITIONAL ABILITIES

Riksa begin with their innate traits and can gain additional traits from the following list as feats.

Ferocity (4 XP): When reduced to 0 hit points, accumulating an amount of conditional damage equal to or greater than your current hit points, or otherwise being affected by an effect that would normally cause you to become unconscious, you can make a Fortitude saving throw against the DC of the effect. If you succeed, you do not fall unconscious, but have to keep making this save every round at the end of your turn until the effect ends. If the effect already allowed a Fortitude saving throw to remain conscious, you get a +4 innate bonus to these saving throws instead.

Hibernation (4 XP): You can choose to enter a state of hibernation when you go to sleep. While sleeping this way, you get a +2 innate bonus to Fortitude saving throws, need 1/10th the normal amount of nutrients essentially able to hold your breath and go without food and drink for 10 times longer than normal. Diseases and poisons also affect you slower multiplying the interval durations by 10. You also age at 1/10th the normal rate and become harder to detect via effects that normally detect creatures, gaining concealment against such effects and requiring the caster to make an Examine attempt to identify you by your type with a +5 increase to the normal DC. If they fail, you're not detected as a creature but an object by such effects. You can be awakened normally from this state as if by normal sleep.

Keen Senses (1 XP): You have Perception as a class skill. If you gain this as a class skill from another source, you get a +2 innate bonus to this skill instead.

Thick Fur (2 XP): You gain cold resistance equal to 5 + half your level (minimum 1) and a +2 bonus to saving throws against cold effects.

Tracking (1 XP): You gain a +4 innate bonus to Survival checks made to track.