Universal Monster Abilities


Max rank = 3 or 1/2 hit dice, whichever is greater.

Ability NameXP CostDescription
Acclimated1-3/rankYou are acclimated to a certain type of environment.
All-Around Vision2/rankIt is difficult to flank you.
Amorphous5/rankYou have an amorphous form.
Amphibious1You breathe both in air and underwater.
Aquatic0-2You breathe underwater and suffocate in air.
Attach1
Bite 1
Camouflage2/rankYou blend into your surroundings.



Aquatic (0 RP)

Creatures with the aquatic subtype breathe underwater instead of air, and suffocate in air the same way air-breathing creatures drown in aquatic environments. They can hold their breath the same way as well.



Attach (1 RP)

This functions as the Grab trait except it allows the creature to make a latch attempt instead of a grapple attempt. A latch attempt can only be performed on a creature of larger size and allows the attacker to use their Dexterity modifier instead of Strength modifier on the attempts. Once latched, only the attacker is treated as grappled while the target merely adds the attacker's weight to their carrying capacity. The attached creature can climb around the large creature like normal climbing but the DC is the target's CMD. The target can attempt to escape the grapple as normal.



Bite (2 RP/rank)

Creatures with this trait have a bite attack dealing 1d4 piercing damage. It's considered a light natural weapon and uses their mouth and head instead of their hand and arms.
Rank 2: The weapon is treated as masterwork and magical for the purposes of overcoming damage reduction.
Rank 3+: Each additional rank grants this weapon a benefit as per a +1 weapon property up to a maximum total number of bonuses equal to half the monster's hit dice though the actual weapon property bonus itself cannot exceed +5.



Blindsense (3 RP/rank)

Pick one sensory type (auditory, olfactory, tactile, visual). You have an innate advantage on Perception checks with this sense to notice or spot creatures within 30 feet/rank. Each additional rank increases this rank by 30 feet. This is called Echolocation is you choose auditory, Scent if you choose Olfactory, Tremorsense if you choose Tactile, and Keen Eyesight if you choose Visual.



Blindsight (6 RP/rank)

Pick one sensory type (auditory, olfactory, tactile, visual). Within 30 feet/rank, this sense is a precise sense for you.



Blood Drain (2 RP/rank)

Prerequisites: Natural weapon that deals piercing damage.
When you deal piercing damage with a natural weapon to a grappled, pinned, or helpless target with this weapon either as an standard action attack or part of sustaining a grapple, they can drain the target of blood or other liquids dealing bleed damage instead of the natural weapon's normal damage type. This grants the member of this race temporary hit points equal to the damage dealt, lasting for 1 hour or until depleted. For 1 additional RP, this becomes healing instead of temporary hit points and this ability becomes supernatural unless the creature has extraordinary fast healing or extraordinary regeneration, which allows it to remain extraordinary. Temporary hit points from multiple sources don't stack, you merely keep the best one.



Blood Rage (4 RP/rank)

Prerequisites: Racial boost to Str or Con
As a swift action, a member of this race can fly into a rage, gaining the effects of a 1st-level Barbarian's rage but only half the bonuses (minimum 1) for up to 1 minute. This can be dismissed early if they wish. After the rage ends, they become fatigued for twice as long as the rage lasted. They cannot rage while fatigued or exhausted. For 2 additional RP (6 total), these bonuses increase to the 1st-level Barbarian's normal bonuses and for 4 additional RP (8 total) they increase as if the member of this races total hit dice were barbarian levels. For +50% more RP they can rage while fatigued and suppress the fatigued condition while raging but cannot rage while exhausted. If they're already fatigued when a rage ends, they become exhausted for triple the duration of the rage. You can reduce the RP cost of this trait by half if the creature can only activate it while at 50% max hit points or less and the effect automatically ends if they rise above this amount.



Burrow (2 RP/rank)

A creature with this trait has a 5 foot burrow speed through soft earthen material like dirt, mud, or sand. They can choose to leave tunnels or not at their discretion. Each additional rank increases this speed by 5 feet. For 3 additional RP, this upgrades to Earth Glide allowing the creature to move through even solid earthen material like rocks and stones with a hardness up to their hit dice, though they treat such terrain as difficult terrain.



Catching (2 RP/rank)

A creature with this trait is treated as having the Deflect Arrows feat. They can deflect only thrown weapons and ammunition that they are large enough to wield and not going at superhuman speeds like bullets.
Rank 2: They also gain Snatch Arrows.
Rank 3: They can also deflect ammunition going at superhuman speed such as bullets.



Chameleon Skin (5 RP)

Creatures with this trait can change their skin to match their environment as if using the invisibility spell on themselves except this is an extraordinary ability. Unlike the normal spell, they are not truly invisible, and the effect is suppressed for 1 round if they move more than 5 feet or if an observer is within 5 feet. The effect also ends if the creature is struck for damage. If the creature takes no actions (except mental actions) and remains perfectly still while prone, they can maintain the camouflage even if other creatures move within 5 feet. If there is another effect granting concealment such as dim lighting or cover, these ranges extend to 10 feet. Remember, this is relative as it's a trick of the eye and not actual invisibility, so it's possible it's only suppressed vs. certain targets at a time.



Claws (2 RP/rank)

Creatures with this trait can deal slashing damage with their unarmed strikes. They are treated as having the Improved Unarmed Strike feat when they do so.
Rank 2: The weapon is treated as masterwork and magical for the purposes of overcoming damage reduction.
Rank 3+: Each additional rank grants this weapon a benefit as per a +1 weapon property up to a maximum total number of bonuses equal to half the monster's hit dice though the actual weapon property bonus itself cannot exceed +5.



Climbing (2 RP/rank)

Creatures with this trait have a 20 foot climb speed and a +5 racial bonus to Climb checks. Each additional rank increases this speed by 10 feet to a maximum equal to the creature's base land speed.



Constrict (3 RP/rank)

Prerequisites: Grappler
When you maintain a grapple or pin on a creature you deal 1d6 + Str damage to them. This damage is bludgeoning unless noted otherwise. For each additional RP, this damage increases by 1d6 to a maximum of 1d6 per 2 racial HD.



Crafter (3 RP)

Creatures with this trait are naturally gifted crafters, and have all Craft skills as class skills. If they gain a Craft as a class skill from another source, they instead increase their innate bonus to it by 2.



Crush (3 RP/rank)

When smaller creature starts its turn in the creature's crush aura, it becomes marked for crush until it moves a distance equal to or greater than the creature's reach. The creature has a circumstance bonus to the attack rolls and damage rolls equal to half its hit dice against targets marked by crush (minimum +1, x2 bonus for two-handed attacks).
Rank 2: A smaller creature must also move out of the aura in order to unmark themselves.
Rank 3: The creature's crush aura increases to its base speed + it's reach.



Damage Reduction (2-20 RP)

Damage reduction reduces all damage you take except from certain sources.

Damage Reduction/a common material or phenomena (such as copper, iron, magic, or wood) is 2 RP for 1/2 HD and 4 RP for full HD.

Damage Reduction/an uncommon material or phenomena (such as cold iron, gold, or silver) is 4 RP for 1/2 HD and 8 RP for full HD.

Damage Reduction/a rare material or phenomena (such as adamantine, aligned strikes, or mithral) is 6 RP for 1/2 HD and 12 RP for full HD.

Damage Reduction/- is 10 RP for 1/2 HD and 20 RP for full HD.



Darkvision (1 RP/rank)

A creature with this trait has low-light vision and can see twice as far as a human in dim light.
Rank 2: Creature can see in total darkness either by thermographic sight or ultraviolet sight but cannot distinguish color and sees only shades of grey. For 1 additional RP, they can have both versions.
Rank 3: Creature can see even in magical darkness out to 30 feet. Each additional rank extends this by 30 feet.



Diligent (2 RP/rank)

A creature with this trait is a naturally hard worker and has all Profession skills as class skills. If they gain a Profession as a class skill from another source, they gain a +2 racial bonus to all Profession skills.



Divine Armor (2 RP/rank)

Prerequisites: Spirit
Creatures with this trait are blessed gaining a +1 circumstance bonus to their Armor Class and CMD per rank to a maximum rank equal to their Charisma bonus.



Divine Competence (2 RP/rank)

Prerequisites: Racial bonus to Charisma
Creatures with this trait are blessed gaining a +1 luck bonus to all skill checks per rank to a maximum equal to their Charisma bonus.



Divine Grace (2 RP/rank)

Prerequisites: Racial bonus to Charisma
Creatures with this trait are blessed gaining a +1 luck bonus to all saving throws per rank to a maximum equal to their Charisma bonus.



Eldritch Affinity (3 RP/rank)

Creatures with this trait have an affinity for one magic descriptor and associated damage type with the descriptor giving them a +1 racial bonus to DCs and effective caster level with spells of that type and +1 racial bonus to defenses and saving throws against spells of that type. Choose an affinity from the following list: Acid, Air, Charm & Compulsion, Curses & Confusion, Cold, Darkness & Shadow, Death & Necromancy, Disease & Poison, Earth, Electricity, Emotion & Fear, Illusions (except Shadow), Fire, Sonic, Transmutations (creatures only), Water. Each additional rank can increase this bonus (max +2) or add an additional affinity.



Elemental Healing (2 RP/rank)

Prerequisites: Immunity to at least one damage type.
A creature with this trait selects one damage type they are immune to. They gain healing from this damage type instead of damage, though this particular healing cannot increase their hit points above half their maximum amount.
Rank 2: If already at half or more than their maximum hit points, the damage grants them temporary hit points that last up to 10 minutes or until depleted.



Entangle (2 RP/rank)

A creature with this trait can use the Web Bolt spell as an extraordinary ability but rather than conjuring plants they conjure some other material from their body such as web, ice, mud, etc.
Rank 2: This can function as Entangle spell instead except the range is limited to Close.
Rank 3: This can function as Web spell instead except the range is limited to Close.
Rank 4: This can function as Black Tentacles spell instead except the range is limited to Close.
Rank 5: This can function as Greater Black Tentacles spell instead except the range is limited to Close.
Rank 6: This can function as Wall of Thorns spell instead except the range is limited to Close.



Empathy (2 RP/rank)

A creature with this trait gains the benefits of Skill Specialty but only for Charisma-based skill checks used to influence creatures of a certain subtype. They also gain a +1 racial bonus to DCs, caster checks, concentration checks, effective caster level and attack rolls made as part of casting or manipulating spells which summon or manipulate creatures of this type (such as control undead or summon monster).



Extra Arm (4 RP/rank)

Gain one additional arm per rank that they can use just like any normal arm. This doesn’t grant them additional attacks or actions but does grant them a +1 circumstance bonus to Climb and Grapple checks for each of these additional arms that has a hand free.



Extreme Effort (2 RP/rank)

Prerequisites: Racial or size bonus to an attribute score.
Choose one attribute score the creature has a racial or size bonus to. This creature can perform any activity using that modifier (such as an attack roll or skill check) that normally requires 1 action or more actions and use double the normal amount of actions. When they do so, they roll 2d20 and take the better result for the attack roll or skill check. Each additional rank allows you to select a different attribute score.



Fast Healing (6 RP/rank)

A creature with this trait gains Endurance and Rapid Recovery as a bonus racial feats.
Rank 2: The creature gains Fast Healing equal to half their racial HD (minimum 1) while their current hit points are at half their maximum amount or less. This effect does not heal damage from exposure, sleep deprivation, starvation, suffocation, or thirst. This can be taken a second time to increase the fast healing to equal their full racial hit dice.
Rank 3: The Fast Healing functions even while their hit point pool is above half.



Fast Movement (2 RP/rank)

Creatures with this trait increase their base land speed by 5 feet per rank.



Favor Enemy (2 RP/rank)

Creatures with this trait gain one Favored Enemy per rank, as the Ranger ability of the same name treating their racial hit dice as their ranger level.



Favor Terrain (2 RP/rank)

Creatures with this trait gain one Favored Terrain per rank, as the Ranger ability of the same name treating their racial hit dice as their ranger level.




Fear Aura (4 RP/rank)

Prerequisites: Intimidating Gaze or Roar
Creatures with this trait can activate this aura as a swift action and it lasts 1 round. The aura's radius is equal to the creature's Charisma score (round down to the nearest 5-foot increment). Any foe that moves through this area or starts its turn in it is subject to an attempt to demoralized them. They make a Will save against the Fear Aura which is DC10 + creature's Intimidate bonus or DC10 + creature's level + creature's Charisma modifier (whichever is greater). Treat the difference in Will save in reverse to a normal Intimidate check made to demoralize a creature. Unlike normal demoralization, his does not require the creature to speak, A creature can be affected by this aura only once per day.
Rank 2 Creatures can be affected once per encounter instead of once per day.
Rank 3 Creatures can be affected with no limit.



Feat (2-4 RP)

Creatures with this trait gain one or more bonus feats. If these feats have no prerequisites, they are 2 RP per feat. If the feats have prerequisites and the creature has to meet them to gain the benefits, they are 3 RP per feat. If the creature gains the benefits of the feat even if they do not meet the prerequisites, they are 4 RP per feat.




Flight (6 RP): (Requires Gliding) Members of this race have a 40 foot fly speed with clumsy maneuverability. For every additional 1 RP spent on this, it increases the maneuverability by one degree, to a maximum of perfect. You have a maximum altitude equal to your fly speed * 10. For each increment higher you attempt to fly, you suffer a cumulative -2 penalty to Fly checks and must always make a DC10 Fly check to continue moving so high.

Fortification (Ex) (2 RP) (Requires Monstrous race) A member of this race has a 25% chance to treat any critical hit or sneak attack as a normal hit instead and ignore precision damage. This can be stacked to a maximum of 100%.

Frightful Gaze (3 RP): Members of this race can use cause fear as an extraordinary ability except creatures with 6 or more HD are not immune, but merely shaken instead of frightened and unaffected if they pass their save. In addition, the save DC is 10 + 1/2 Intimidate ranks + Charisma modifier (rounded down) and this is a gaze attack, requiring the caster and target to lock gaze. Thereafter, the target is immune to this particular frightful gaze for 24 hours. For +2 more RP, this duration doubles to 2 rounds + 2/5 points failed and creatures with HD that are 4 less than the creature's Intimidate rank or lower are frightened instead. For twice the normal RP you can target all creatures within a 60-foot cone rather than one creature.

Frightful Roar (3 RP): This trait functions like the Frightful Gaze trait except it is an auditory and sonic effect instead of a visual gaze effect. If you pay double the RP cost, you can increase it to affect all creatures in a 30-foot burst rather than a 60-foot cone.


Gliding (3 RP): (Requires a innate bonus to Dex) Members of this race are affected by featherfall as an extraordinary quality as long as they are not entangled, grappled, pinned, dazed, stunned, or otherwise helpless. In addition, while in midair, members of this race can move up to 5 feet in any horizontal direction for every 1 foot they fall, at a speed of 60 feet per round. A member of a race with gliding wings cannot gain height with these wings alone; it merely coasts in other directions as it falls. If subjected to a strong wind or any other effect that causes a creature with gliding wings to rise, it can take advantage of the updraft to increase the distance it can glide.

Gore (2 RP): Members of this race have a gore attack dealing piercing damage equal to their unarmed strike damage. They are treated as having the improved unarmed strike feat when they make this attack.

Grab (1 RP): (Requires Grappler) Pick one natural weapon the race has. Once per round when a member of this race strikes with that natural weapon, they can make a grapple attack against the hit target as a free action. For 1 additional RP, this applies to all their natural weapons.

Grappler (2 RP): (Requires no racial penalty to Str) Members of this race begin with Improved Grapple as a bonus feat, even if they do not meet the prerequisites.

Great Leap (1 RP): (innate bonus to Str or Dex) Members of this race can jump and leap twice as far as their Acrobatics check would normally indicate. In addition, they are always treated as having a running head start for a jump. For 1 additional RP they are treated as having a Fly speed with clumsy maneuverability equal to their base speed except that they must start and end their movement on a surface that can support their weight or they fall at the end of the movement.

Hard to Kill (4 RP)
Prerequisites: Innate bonus to Constitution; Strange Anatomy.
When killed (not petrified), you can make a Fortitude saving throw against the effect DC or DC10 + 1/2 damage (whichever is greater). If this save passes, your hit point total raises to 1 (or remains where it already is if above this amount) and you're dazed for 1 round. If it fails, you die normally.

Harmful Skin (2 RP)
Prerequisites: Natural Armor; Natural Weapons; Monstrous subtype.
You have spikes, thorns, or poisonous slime on your skin. Pick one of your light natural weapons. While grappled, every time the grapple is sustained, all others creatures in the grapple with you take damage as if struck by this natural weapon, using your Constitution modifier instead of Strength. This can damage a victim only up to once per round. A creature with the Venomous quality can apply their venom to their skin as a separate natural weapon.


Hold Breath (1 RP/rank)

You can hold your breath three times as long as normal before risking suffocation.
Rank 2: Increase multiplier to ten times as long.
Rank 3: You don't need to breathe at all to survive.



Humanoid Form (2 RP)
Prerequisites: Non-humanoid.
You can transform into a small or medium-sized humanoid form as if by alter self. You have only one alternate form you can change into. You can acquire the Swift Kitsune Shapechanger innate feat as if you were a Kitsune, applying it to this power.

Hurling (1 RP): (Weightlifting, innate bonus to Str) Members of this race can use thrown weapons two-handedly adding the normal damage bonuses for two-handed attacks.

Immunity (4 RP): (Requires Resistance) Pick one effect type you have resistance to as a result of the Resistance trait. You become immune to either only magical versions of those effect types or only nonmagical versions (pick one option). For 6 RP, you are immune to both magical and nonmagical versions. If the effect also includes immunity to a damage type (ex. acid, bleed, bludgeoning, cold, electricity, fire, piercing, poison, psychic, precision, slashing, sonic) then this increases the RP cost by 4. Each time this is selected, it applies to a new effect type or list of effect type.

Innate Armor (2 RP): Members of this race have a +1 innate bonus (aka natural armor bonus) to their Armor Class. This trait can be stacked.


Large (7 RP): (Requires innate bonus to Str and Monstrous Race) Members of this race are large-sized, doubling their space and granting them a +2 size bonus to their Strength score, Fortitude defense and saving throws, and Brawn checks and -2 size penalty to Dexterity score, Reflex defense and saving throws, and Stealth checks. It also increases their weight, the weight of items fitted to their size, and their carrying capacity by a factor of 8. This trait can be stacked, increasing their size to huge the second time it is taken (weight factor of 27), gargantuan the third time it is taken (weight factor of 64), and colossal the fourth time it is taken (weight factor of 125). The racial hit dice requirement increases each time this is taken as well (4 HD for huge, 6 HD for gargantuan, and 8 HD for colossal). Most playable races cannot get larger than Large-sized. This trait cannot stack with the Small trait.



Light Sleeper (1 RP/rank)

You suffer no Perception penalties while sleeping and only need 6 hours of sleep for a full night's rest. You can still only benefit from a full night's rest up to twice per day.
Rank 2: You need only 4 hours and do not need to be prone while sleeping and can sleep even while wearing armor.
Rank 3: You don't need to sleep at all. However, to regain mana and other abilities that are normally reset while sleeping, you do need to rest and remain sill for 2 hours.

Light Sensitivity (-1 or -2 RP)
You are dazzled every round thereafter while you are in bright light. The -2 RP version also causes you to be blinded upon the first round you're exposed to bright light.

Linguist (1 or 2 RP): (Cannot have Xenophobic or racial penalty to Int) Members of this race start with three languages and have a selection of only up to 12 bonus languages based on a high intelligence score.


Linguist (1 RP/rank)

You cannot select this trait if you have a racial penalty to Intelligence or have the Xenophobic trait. You start with three languages and can learn any uncommon languages as a result of a high Intelligence modifier rather than having to put ranks in the Linguistics skill.
Rank 2: You learn 2 languages per rank in the Linguistics skill instead of one.
Rank 3: Whenever you perceive a language you do not know, you spend an action to concentrate on the words and make a Linguistics checks DC10 for a simple casual conversation, 15 for a difficult or complex conversation, or 20 for an in-depth tactical or surreptitious conversation with hints and implications. This DC increases by 5 for uncommon languages or 10 for rare languages. The DC increases by another 5 for languages you can't speak due to lacking the anatomy for it. Anything that would hinder Concentration checks also hinders this check. If you succeed, you get the gist of the conversation, though not intricate details. If you beat the DC by 10 or more, you comprehend the conversation as if you spoke the language fluently.
Rank 4: You gain Comprehend Language as a spell-like ability.
Rank 5: You gain Tongues as a spell-like ability.


Loud Mouth (2 RP)

You can speak, yell, whistle or otherwise make noise many times louder than normal as if using ghost sound as an extraordinary ability. You also have a +1 innate bonus to attack rolls and damage rolls with auditory and sonic effects.

Loremaster (2 RP): (Must have innate bonus to Int or Wis) Members of this race are well-educated or insightful, and treat all knowledge skills as trained. They are treated as having a number of ranks in all knowledge skills equal to half their level or their actual ranks, whichever is better for the purposes of knowledge checks made to identify creature, objects, locations, and general information but not knowledge checks made to perform rituals. If they already have ranks equal to half their level or more in a knowledge skill, they instead gain a +2 innate bonus to such checks.

Lucky (3 RP): (Requires Monstrous race or Small or smaller) Members of this race are blessed with good fortune gaining a +1 circumstance bonus to all of their saving throws. This can be stacked but the bonus cannot exceed their Charisma modifier.


Low-light Vision (1 RP)
Members of this race can see in dim-lighting conditions unhindered as if it were standard light.


Magic Potential (1 RP): (Racial penalty to mental ability modifier) If a member of this race takes a level in a spellcasting class that uses the mental ability modifier they have a innate penalty to as the core ability modifier for spells, spell-like abilities, or granted powers of the class (such as ki powers, grit, or channel energy), they treat this ability modifier as 1 point higher for the purposes of calculating DCs, daily uses, attack bonuses, etc. for these abilities. If they have no levels in a such a class, they gain a cantrip as a spell-like ability from one such class of their choice (see Spell-like ability trait).

Meticulous Concentration (2 RP)
Prerequisites: innate bonus to Int or Wis) Members of this race roll 2d20 and keep the better result for Concentration checks made against vigorous or violent movement, weather, injury, entanglement, grapples, and pinning. For 2 additional RP it applies to all Concentration checks.
Mimicry (2 RP)
Members of this race can mimic other voices and sounds they've heard as if using ghost sound except this is an extraordinary ability usable a number of times per hour equal to 3 + Constitution or Charisma modifier (whichever is better). In addition, they gain the benefits of the Skill Specialty trait for Bluff and Disguise checks made to specifically disguise their voice as another voice or sound.


Mob Fighting (2 RP/rank)

Only creatures of small or smaller size can acquire this trait. A creature with this trait can share the same space with up to one ally without any penalties or hindrance to their movement.
Rank 2: The rank 1 benefit of this trait is also applied to the ally that the creature shares a space with.
Rank 3: The creature with this trait gains the benefits of flanking a foe if at least one of their allies is adjacent to that foe, that ally is able to take reactions and attack, and that ally is not adjacent to the creature with this trait.
Rank 4: The rank 3 benefit of this trait is also applied to the creature's allies.
Rank 5: The rank 3 benefit of this trait functions even if the ally is adjacent to the creature with this trait.



Monstrous (4 RP/rank)

A creature with this trait has a monstrous appearance that is abnormal for creatures of their type and subtype. They have a +2 racial bonus to Intimidate checks and are treated as having the Ability Focus feat for all spells, spell-like abilities, and other special attacks they use which have the Fear descriptor.



No Hands(-10 RP)

A creature with this flaw has no hands to pick up and wield weapons, shields, wands, or other tools.



Persistent Damage (4 RP)

Pick one natural weapon or special attack the creature has. When they crit with this attack or deal precision damage, the target takes 1d6 persistent damage (usually bleed or the energy type). A successful saving throw ends this persistent damage (usually Fort or Reflex against DC10 + creature's HD + an ability modifier).


Over-sized Weapons (2 or 3 RP): (Weightlifting, Must have innate bonus to Str) Members of this race can wield weapons as if they were one size larger than they actually are or their natural weapons deal damage as if they were 1 size larger than they actually are. For 3 RP the race gets both these benefits.

Performer (2 RP): (Must have innate bonus to Dex or Cha) Members of this race are naturally gifted entertainers, and have the Skill Talent feat for all perform skills.

Piercing Sight (Su) (1 RP): Members of this race can see through certain types of material as if were transparent, ignoring concealment caused by them and treating any cover short of total cover as only partial cover. Any solid material more than 1 foot thick still cannot be seen through, though opaque liquids and gases can be seen through. This sight has a range of 60 feet, though it is halved against magically created materials. Examples include Greensight, which allows them to see through leaves, vines, greenery, and undergrowth, Mistsight allowing them to see through fog, mist, and murky water as if they were perfectly clear, Smokesight which allows a creature to see through smoke, fire, and ash, and Stormsight allowing a creature to see through fog, rain, and snow. For 2 RP you can increase this to 120 feet and allow it to see through up to 2 feet of solid matter.


Planar Immortality (5 RP/rank)

Prerequisites: Spirit.
Creatures with this trait have plane shift as a spell-like ability but can only use it to go to and from their home plane and one other plane (usually material plane). They gain a bane as well. If killed while they are not trapped in, bound by, or surrounded by their bane and not killed by their bane, they reincarnate 1d10 days later as if by the spell. Each time they die, they return with a sickness that imposes a -2 penalty to all d20 rolls. This sickness lasts until they consume an amount of rare herbs, spices, or other substances and materials costing the same amount as the material components to cast the spell they are revived by.
Rank 2: Effect improves to function as raise dead if the creature wants it to. They can also use plane shift to move to or from the ethereal and shadow planes and other planes adjacent to the material one such as pocket dimensions and demiplans if they're aware of them and have access to them (many demiplanes have locks and keys to get in and out).
Rank 3: Effect improves to function as resurrection if the creature wants it to. They can use plane shift to move to any plane they're familiar with and have access to.
Rank 4: Effect improves to function as true resurrection if the creature wants it to. They also gain gate as spell-like ability but can only use it to go to and from their home plane from whatever plane they're on currently.

Example Banes:
Aeon: Chaos, magical weapons made of organic matter such as bone, wood, or enhanced natural weapons
Angel: Evil, unholy symbol
Archon: Evil, chaos, and improvised weapon
Deva: Evil, law, and water
Demon: Good, law, and silver
Devil: Good, chaos, and gold
Fey: Cold iron, iron, adamantine, hi-tech machinery
Ghost: Salt, object or symbol related to the cause of their death or their unfinished business



Pounce (Subtype) (3 RP/rank)

Prerequisites: Quadruped or Four or more arms
When a creature with this trait makes a full-attack, they can give up their first attack and instead move up to their base speed towards a target before making the rest of their attacks. When they do this, they can only make attacks with natural weapons and light weapons.
Rank 2 The creature is not limited to light and natural weapons with Pounce.
Rank 3 The creature can move and make their full attack without having to give up their first attack.



Powerful Build (2 RP/rank)

Prerequisites: Racial bonus to Str
A creature with this trait treats themselves as one size larger for the purposes of determining their carrying capacity. This doesn't stack with other effects that treat you as larger.
Rank 2 The creature is also treated as one size larger for the purposes of combat maneuvers.
Rank 3 The creature is also treated as one size larger for the purposes of determining the largest weapons they can wield or damage with their natural weapons (pick one).
Rank 4 The creature is also treated as one size larger for the purposes of determining the largest weapons they can wield AND damage with their natural weapons.



Powerful Build (2 RP/rank)

Prerequisites: Racial bonus to Str, natural weapon.
A creature with this trait that hits with a natural weapon during a charge attack applies all the benefits of the Vital Strike feat to their attack. For 3 additional RP, this includes Improved Vital Strike and Greater Vital Strike, but only if the creature has a high enough base attack bonus to meet the prerequisites for those feats (though they need not meet any of the other prerequisites).



Powerful Magic (3 RP)
Prerequisite(s): Spell-like abilities.
Benefit(s): A creature with this trait has a +2 innate bonus on caster level checks and are treated as 2 caster levels higher for the purposes of calculating HD for spell effects that vary by HD (such as how many HD worth of undead they can command with the animate dead spell or the highest HD of creatures they can affect with color spray or deep slumber).

Prehensile Tail (2 RP)
Prerequisite(s): Tail or similar appendage.
Benefit(s): A creature with this trait has a long, flexible tail that can be used to pick up and carry an item, or be used as an arm to climb, or grant them a +2 innate bonus to Acrobatics checks made to balance. The tail cannot be used to wield items nor can it do more than any one of the benefits listed above at a time.

Rapid Recovery (2+ RP)
Prerequisite(s): Racial boost to Con.
Benefit(s): Creatures with this trait recover every hour as if they had rested for that hour even when they don't rest. This is in addition to the benefits of rest. For 2 more RP this grants them the natural healing benefits of a full night's rest every hour they do rest. This trait ceases to function for a creature that is suffering from malnutrition such as dehydration, sleep deprivation, starvation, or suffoction.

Reach (2 or 4 RP): For 1 RP you can make melee attacks at 5 feet further a distance than your size and type's normal melee reach. For 2 RP, you can make attacks of opportunity at this range as well. You can stack this trait but only if you have the Amorophous or Shapeshifting traits or you're Large or larger, which allows you to stack this trait once per size category above Medium that you are.

Regeneration (10 RP): (Requires Rapid Healing, Racial boost to Con) You can regenerate lost limbs and body parts. They grow back naturally once you have fully recovered all hit points and ability damage suffered as a result of losing the body part. You can hold the lost limb to the stump while receiving magical healing or fast healing to reattach the body part good as new so long as the healing is enough to return them to full hit points or hold it there for 3 rounds while affected by fast healing.

Resilience (3 RP): (Requires racial boost to Con, Cannot be immune to nonlethal damage) Each time a member of this race takes lethal hit point damage from a weapon attack, fall, or other physical force, they convert the first X points of lethal damage from the effect to nonlethal damage after calculating all resistances, weaknesses, and armor. X is equal to 3 + half the creature's Constitution modifier (rounded down). This does not affect damage from metabolic effects such as exposure, fatigue, sleep deprivation, starvation, suffocation, or thirst. For 2 additional RP , this increases to 5 + the creature's full Constitution modifier. This stacks with nonlethal conversion from the regeneration trait.

Resistance (2 RP): Pick one type of effect you have resistance to: Acid, Air, Bleed, Bludgeoning, Calling, Charm, Cold, Compulsion, Confusion, Curses, Darkness, Death, Disease, Earth, Electricity, Emotion, Fear, Figments, Fire, Glamers, Necromancy, Pain, Pattern, Phantasms, Piercing, Poison, Polymorph, Scrying, Shadow, Slashing, Sleep, Sonic, Summoning, Water. Members of this race have a +2 innate bonus to defenses and saving throws against such effects. For 2 additional RP, they are immune to such effects on a successful saving throw or upon a miss that would normally deal reduced effect. For yet another 2 additional RP they increase this bonus to +4 and always suffer half damage and half duration from such effects even on an attack that hits or saving throw that fails. Each time this is acquired after the first, and applies to a new resistance and increases its RP cost by 1. (2-4 RP the first time it's selected, 3-5 RP the second time, 4-6 RP the third time, etc.)

Resistance Package (3 RP): Some resistances are very similar to each other and can be purchased as a package deal at reduced cost as noted here. It costs 3 RP to get the +2 innate bonus to defenses and saving throws, 6 RP to also get the half damage and duration effect, 7 RP to also bump the +2 to +4, and 8 RP to bump it again to +6.
Armored: All melee attacks dealing bludgeoning, piercing, or slashing damage.
Ballistics: All ranged attacks dealing bludgeoning, piercing, or slashing damage.
Bleed: Bleed, Critical Hit confirmations & extra damage dealt by critical hits, & Precision. If you take half damage from such effects, critical hits that deal x2 damage deal no extra damage to you and those that deal x3 only deal x2 to you and so forth.
Conjuration: Conjuration spells and your innate bonus applies to all defenses and saving throws made against summoned and extraplanar creatures, objects, and spells while you are on your home plane.
Darkness: Darkness & Shadow and anything that attempts to create the dazzled or blinded condition but isn't a Light, Disease, or Poison effect.
Divination: Divination spells that target you. You always have minor concealment when viewed threw divination and a free Stealth check to hide from it (even if you're not aware, the GM rolls in secret).
Earthly: Acid & Earth effects.
Evocation: Evocation magic that deal direct hit point damage, but not other evocation magic or non-magical evocation such as alchemical bombs or firearms and whatnot.
Energy: Electricity & Fire effects.
Frost: Cold & Water.
Manipulation: Charm, Emotion, Fear, Language-dependent, & Pain.
Illusions: Confusion & Illusions (except Shadow).
Mind Control: Charm, Compulsion, Confusion, Phantasms, Sleep, and Mind-affecting effects that don't have the charm, emotion, fear, language-depend, or pain descriptor.
Negative Energy: Curses, Death, & Necromancy.
Storm: Air, Electricity, & Sonic.
Toxicity: Death, Disease, & Poison.



Self-Immunity (1 RP/rank)

Effects: You are immune to harmful effects of your own innate abilities and those of your own kind. For example, if you were a Medusa, you would be immune to a Medusa's Stone Gaze but not Flesh to Stone from another source.


Self-Sustaining (1 RP/rank)

Effects: You can go three times as long without food or drink before starvation and thirst set in. You may also consume something odd or strange rather than normal food.
Rank 2: You can go ten times as long.
Rank 3: You don't food or drink at all to survive. You can still benefit from potions and similar items that require you to imbibe them assuming your creature type(s) or other factors don't adjust this.


Serpent Strike (Ex)(4 RP/rank)

Prerequisites: Small size or larger.
Effects: Pick one natural weapon you possess. While not prone, a creature with this trait can make an attack with this natural weapon as a standard action (2 actions) at twice it's normal reach. They automatically gain the benefits of the Vital Strike feat with this attack at 6th HD.
Rank 2: Your Serpent Strike also gains the benefits of the Improved Vital Strike feat at 11th HD and Greater Vital Strike at 16th HD.


Scent (Ex)(4/rank)

Effects: Creatures with this trait have advantage on Perception checks made to detect by smell or taste and can recognize a creature's scent as accurately and easily as humans recognize each other's faces.
Rank 2: You gain Blind Sense out to 30 feet, using your sense of smell to sniff out foes. Each additional rank increases the range of this effect by 30 feet.


SHAPESHIFTING (2 RP/rank) (Su)

Creatures with this trait can change their appearance by morphing their skin. This functions as disguise self except this is a transmutation (polymorph) effect rather than an illusion (visual) effect and is limited to only 1 particular alternate form.
Rank 2: Functions as Alter Self.
Rank 3: Functions as Polymorph.
Many Faces (2 RP/rank): Grants you many alternate forms. Taking this twice allows you to impersonate others with a +10 circumstance bonus to Disguise checks.


Skill Specialty (Ex)(1/rank)

Effects: Pick one skill and a particular way, target, or conditions in which the skill can be used. Creatures with this trait treat their Appraise, Craft, Knowledge, Perform, Profession, and (selected skill) rank as equal to their hit dice when making skill checks in this fashion. If they already have a number of ranks in the skill exceeding half their hit dice, they gain a +2 innate bonus to the skill checks as well. This trait replaces similar traits such as Stonecunning. For example, Stonecunning (Perception) would allow a dwarf to treat their Appraise, Craft, Knowledge, Perception, Perform, and Profession rank as equal to their hit dice if ever using these skills on stonework.
Heightened: Each additional rank adds one more skill to the selection.


Skill Talent (Ex)(1/rank)

Effects: Pick two skills. These become class skills for you. If already a class skill, you instead gain a +2 bonus to the skill. This can be taken multiple times but it does not stack, applying to new skills each time. This replaces the Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Magical Aptitude, Nature Soul, Persuasive, Self-Sufficient, Stealthy, and similar feats.


Slam (2 RP): Members of this race can body slam a foe treating their unarmed strike as a two-handed weapon if and when they wish. An unarmed strike used this way is not treated as a light or finesse weapon but is instead treated as a one-handed weapon being wielded two-handedly, including increase in damage die and strength modifier to damage accordingly: 1->1d2->1d3->1d4->1d6->1d8->1d10->2d6->2d8->2d10->4d6, etc.

Slimy (4 RP): Members of this race can use grease as an extraordinary ability a number of times per day equal to 1 + their Constitution modifier (minimum 1). For 1 additional RP they can use this a number of times per hour equal to 1 + their Constitution modifier.

Slow (-1 RP): (Cannot have innate bonus to Dex) Members of this race have a base speed that is 5 feet slower than normal per -1 RP to a minimum of 25 feet slower at -5 RP. For every 10 feet of penalty applied to this speed, all other base speeds they have are reduced by 5 feet as well. The exception are creatures with the aquatic subtype which do not suffer this penalty to their swim speed.

Slow and Steady (1 RP): (Base Speed 20 or less, innate bonus to Str or Con) Members of this race can move at their normal speed unhindered by armor, shields, or medium carrying loads. They can sleep in armor as well with their rest unhindered.

Slow Fall (1+ RP): (innate bonus to Dex) Members of this race automatically treat falls a distance shorter equal to their base speed before calculating falling damage so long as they are not helpless, dazed, or stunned when they fall. For 1 more RP they can stand up from prone as a free action during their turn once per round

Small (-1 RP): (Requires innate bonus to Dex or penalty to Str, Reach 5 feet or more) Members of this race are small-sized, halving their space, reducing their reach by 5 feet, and granting them a +2 size bonus to Dexterity score, Reflex defense and saving throws, and Stealth checks and -2 size penalty to Strength score, Fortitude defense and saving throws, and Brawn, checks. It also decreases their weight, the weight of items fitted to their size, and their carrying capacity by a factor of 2. This trait can be stacked, decreasing their size to tiny the second time it is taken (weight factor 4), diminutive the third time it is taken (weight factor 8), and fine the fourth time it is taken (weight factor 16). Note that a creature with 0 reach must share a space with a target to strike them with a melee attack and does not threaten any spaces but their own and cannot flank larger creatures. Most playable races cannot get smaller than Tiny-sized.

Snatch(1 RP): (Requires Improved Disarm) Pick one natural weapon the race has. Once per round when a member of this race strikes with that natural weapon, they can make a disarm or steal attempt against the hit target as a free action.



Spell-like Ability  (2 + 1 RP/spell level)

Choose a spell. You gain this spell as a spell-like ability.
Spell Resistance (4 RP): Members of this race have a +1 innate bonus to defenses and saving throws against spells and spell-like abilities. Alternatively, they have a +2 bonus but also suffer a -2 penalty to attack rolls, concentration checks, caster level checks, DCs, and effective caster level with spells, spell-like abilities, and rituals they cast, including when using magic items like wands. For 3 more RP, they apply these benefits (and detriments) to creatures adjacent to them as well, regardless whether they are friend or foe.

Split (Ex) (4 RP): (Requires Blob base creature, fully Amorphous, Regeneration) Upon a critical hit or massive damage which the creature survives, the creature splits into two identical copies of itself except both are 1 size smaller as if by reduce person and only one has the original gear. Each copy has half the original’s current hit points (rounded down). These duplicates can act normally and re-merge into one as a full-round action while adjacent to each other. Re-merging heals them 1d8 hit points. A creature that's already been split cannot be split again.

Sprint (1 RP): Once per hour, members of this race can use the Run action and move twice as far as this would normally move them (x8 speed instead of x4 or x10 for those with the Run feat). For 1 additional RP, they can do this once every 1d4+1 rounds instead.

Stability (2 RP): (Requires Racial boost to Str or Con) You gain a +2 innate bonus to Strength defense and saving throws to resist being tripped, pushed, pulled, or otherwise forcibly moved. This can be stacked up to twice times (+6 total bonus).

Stench Aura (4 RP): (Racial boost to Con or penalty to Cha) Members of this race can release a foul smell in a 20-foot emanation around them as a standard action. All living creatures (except those with the stench aura ability) within the aura must succeed at a Fortitude saving throw (DC 10 + 1/2 the user’s character level + the user’s Constitution modifier) or be sickened for as long as they remain in the aura and for 1 round + 1 additional round per 5 points they failed the save by afterwards. Creatures that succeed at the saving throw cannot be sickened by the same creature’s stench aura for 24 hours. A delay poison or neutralize poison spell or similar effect removes the effect from the sickened creature. This is a poison effect. For 2 additional RP affected creatures become nauseated upon failing the save and remain as such for as long as they remain in the aura. The creature can use this ability a number of times per day equal to their Constitution modifier -1 (minimum 1). For twice the RP cost they can use it at will.

Sticky (4 RP): Members of this race can use web bolt as an extraordinary ability a number of times per day equal to 1 + their Constitution modifier (minimum 1). For 1 additional RP they can use this a number of times per hour equal to 1 + their Constitution modifier.

Sticky Tongue (1 RP): (Small size or larger) Members of this race can make a dirty trick, disarm, grapple, steal, or trip maneuver with a natural weapon as a standard action at +5 feet greater reach than their normal reach. This attack can be readied as a readied attack. They automatically are treated as having the Improved Dirty Trick, Improved Disarm, etc. feats for these maneuvers the first time they make this attack during an encounter (or the Greater version if they already have the Improved version). If they have the Attach ability, they apply use it in conjunction with this trait as well gaining the effects of Improved Attach and so forth.

Sting (1 RP): (Requires Tail Strike) Members of this race can deal piercing damage with their tail strike. They are treated as having the improved unarmed strike feat when doing so.

Strange Anatomy (2, 4, or 6 RP): (Requires Racial boost to Con or Dex) Members of this race have resistance to bleed and precision damage (2 RP) or immunity (4 RP). Attackers that identify the race with a successful knowledge check ignore the resistance or treat the immunity as resistance instead. For 2 additional RP, knowledge checks do not ignore this effect.



Strangle (2 RP/rank)

When a creature with this trait sustains a grapple or pin against a creature, they can use a swift action to force the creature to hold its breath, be unable to speak, and unable to use verbal components. As long as they sustain the grapple or pin, the creature is forced to hold their breath and eventually suffocate.
Rank 2 The creature can use this as a free action instead of a swift action.
Rank 3+ Each time the Strangle action is taken, the victim's remaining time they can hold their breath is reduced by 1d6 rounds rather than 1 round. Each additional rank increases this by 1d6.



Subtype: Dragon (5 RP/rank)

Must be magical beast or humanoid. You gain the dragon subtype. You have low-light vision, darkvision, and a +2 racial bonus to saving throws against paralysis and sleep effects.
Rank 2: You gain a bite attack, claw attack, +1 natural armor, and resistance to a single energy type of your choice (acid, cold, electricity, fire) equal to your hit dice. Your racial bonus to saving throws increases to +4.
Rank 3: Your resistances increases to double your hit dice, you become immune to magical paralysis effects and magical sleep effects, and gain a breath weapon dealing 1d6 damage per 2 hit dice you possess (minimum 1d6) that you can use every 1d4+1 rounds. The damage type is the same as your resistance. A Reflex save DC10 + 1/2 your hit dice + your Constitution modifier halves the damage.
Rank 4: You gain draconic wings that grant you a clumsy fly speed equal to twice your base land speed.
Rank 5: Your natural armor bonus increases to +4, you gain the elemental subtype of your chosen energy (acid, cold, electricity, fire), immunity to that damage type, and vulnerability to the opposing elemental subtype (acid vs. electricity, cold vs. fire).



Subtype: Fey (4 RP/rank)

Prerequisites: Cannot be construct, fomorian, giant, outsider, or undead.
Fey are beautiful creatures tied to the natural world with supernatural powers. Creatures with this subtype gain the following traits:
Darkvision
Lowlight vision
Add Sylvan to base languages
You have a +2 innate bonus to saving throws against any effect that either of these types would be immune to. If killed while you are not trapped in, bound by, or surrounded by an urban environment (ex. cities, towns, etc.) or worked metal (ex. iron, cold iron, adamantine), you automatically resurrect 1d10 days later as if by the reincarnate spell. If killed with a worked metal weapon, it counts as being bound by such materials. If not ressurected in this time for any reason, your soul returns to the Fey realms. Each time you die, you return with a sickness that imposes a -2 penalty to all d20 rolls. This sickness is permanent until you consume an amount of rare herbs, spices, and other substances costing the same amount as the material components to cast the spell you're revived by.
Rank 2: Effect improves to function as raise dead if you want it to.
Rank 3: Effect improves to function as resurrection if you want it to.
Rank 4: Effect improves to function as true resurrection if you want it to.


Giant (3 RP): (Must be Humanoid of Medium-size or larger with a racial boost to Strength and cannot be Aberration, Dragon, Fey, or Plant) A member of this race gains the giant subtype. They have darkvision and can take monstrous abilities. If they already have darkvision, they instead add Giant to their list of base languages known.


Subtype: Homunculus (10 RP)

You cannot be a construct, dragon, fey, outsider, or undead. You gain the homunculus subtype. You have low-light vision and darkvision and are treated as both a construct and your normal creature type by all effects as determined by the creator of the effect. You have a +2 innate bonus to saving throws against any effect that either of these types would be immune to.



Subtype: Plant (4 RP)

Prerequisites: Cannot be Construct or Fungus.
A plant is a living organism that uses photosynthesis to survive and needs at least 8 hours of sunlight exposure every day to be considered as having had a full night's rest. The typically eat dirt, drink water, breath carbon dioxide, and if they sleep, they tend to sleep during the day to soak up daylight during their rest cycle. Plants have the following traits:



Subtype: Revenant (8 RP)

You cannot be a construct, dragon, fey, outsider, or undead. You gain the revenant subtype. You have low-light vision and darkvision and are treated as both undead and your normal creature type by all effects as determined by the creator of the effect. You have a +2 innate bonus to saving throws against any effect that either of these types would be immune to. The exception being any effect that deals negative energy damage, positive energy damage, or magical healing which always treats them as undead.


Supernatural Attribute (6 RP)

Choose one ability score you have a racial bonus to. Members of this race gain a +2 enhancement bonus to the chosen ability score. This increases to +4 at 9th HD and +6 at 17th HD. This can be temporarily suppressed like a magic item but cannot be permanently removed, not even by mage's disjunction.


Supernatural Power (3 + 1 RP/spell level)

Choose a spell. You can use this spell as a supernatural power requiring no components except material components costing more than 1 gp. You can also select ninja or monk ki powers or abilities that normally cost arcane points, grit, or panache treating their effective spell level as the number of points consumed (ex. a ki power costing 2 ki points would be treated as a 2nd-level spells).


Swallow Whole (1 RP)

Only a creature with a Bite Attack can acquire this trait. A creature with this ability that pins a foe of three sizes smaller can swallow them as a free action upon pinning them. A swallowed creature must make a successful CMB or Escape Artist check against your CMD to escape. Every round at the start of the swallowed creature's turn, they take damage as if strike by your Bite attack, but the damage type is changed to half acid and half bludgeoning (respectively) and uses your Constitution to add to the damage instead of your Strength. A swallowed creature is grappled but you are not and they have total cover but the outside world also has total cover against them. If a swallowed creature damages you, you must make a Fortitude saving throw DC10 + 1/2 damage dealt or vomit them up compulsively as a free action. If this damage is a killing blow, they can instead tear, break, or burn through the creature's flesh to escape.





Swim (2 RP): Members of this race have a 20 foot swim speed and the benefits of the Skilled and Skill Focus traits for Athletics checks made to swim.

Tail Strike (1+ RP): Members of this race can use their tail in place of their arms to trip or disarm a foe. For 1 additional RP (2 total), they can also use it to make an unarmed strike, granting them an additional unarmed strike that they can take with their tail. This doesn't give them extra attacks, but allows them to avoid multiattack penalties by being armed with additional attacks. For 1 additional RP (3 total) it also gains the benefits of the slam trait, dealing damage one die size larger than normal unarmed strikes as if it were a one-handed weapon wielded two-handedly.

Terrain Stride (1 RP): (Normal speed) Choose a ranger favored terrain type. Members of this race can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Trample (2 RP): (Requires Large size or larger, Slam) When a member of this race Overruns a creature smaller than itself, that creature takes damage as if struck by their Slam attack. This can damage a creature only once per round.

Tremorsense (2 RP): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

Under-sized Weapons (-2 RP): Members of this race treat their unarmed strikes as dealing damage as if they were 1 size smaller unless they are attacks made with legs or body slams. All items designed for them must be designed for a creature 1 size smaller than they actually are except for items that take up the armor and feet item slots. If they have more than two arms, they apply this effects to all but two arms. If they apply them to all arms, this increases to -3 RP.

Undying Ferocity (3 RP): (Requires Racial boost to Con, Cannot be Construct or Undead) You have Diehard as a innate feat and don't die until reduced to the negative value of your Constitution score + your HD.

Unnatural Presence (1 RP): (Requires Skilled: Intimidate) Members of this race unnerve animals, gaining the monstrous subtype if they are humanoid. They take a penalty on all Charisma-based skill checks to affect creatures of the animal type equal to 4 + half their ranks in the associated skill except Intimidate. However, they effectively have a Fear Aura the works only against animals (see Fear Aura trait).


Venomous (3+ RP)
Prerequisite(s): One of the following: Bite, Claws, Slimy, Sticky, Sting.
Benefit(s): Creatures with this trait have a venomous natural weapon (pick one or for +1 RP apply it up to all natural weapons). As an action, they can envenom this attack, making the next creature struck by it poisoned (or for +1 RP they can do this as a free action).
A poisoned creature must make a Fortitude saving throw against the venomous creature’s DC10 + 1/2 level + Constitution modifier or lose 1d4 hit points and become sickened for 1 round per level of the venomous creature. They can attempt a new save every round to end this condition.
For slower-acting poisons or diseases, you can apply the following adjustments in exchange for the increased duration:
Table: Venom
Affliction Speed DC Interval Damage
Extremely Fast - 1 round 1d4
Very Fast +2 1 minute 1d6
Fast +4 10 minutes 1d8
Average +6 1 hour 1d10
Slow +8 8 hours 1d12
Very Slow +10 1 day 2d8
Extremely Slow +12 1 week 2d10


A venomous creature can do this a number of times per day equal to their hit dice + Constitution modifier (minimum 1).
For 2 additional RP, the damage is doubled and the victim also becomes staggered or for 4 additional RP the damage is tripled and the victim also becomes nauseated.
If the effect is a disease instead of poison and has a speed of average or slower, you can spent 1 additional RP to make it a permanent infection that cannot be healed naturally but requires the benefits of a restoration spell or better healing to remove.

Vermin (2 RP)
Prerequisite(s): Darkvision, cannot be Construct, Dragon, Ooze, or Plant
Benefit(s): Creatures with the Vermin subtype appear bug-like. They have a natural immunity to their own venom (if any) and a +2 innate bonus to saves against disease, poison, and sleep effects. If capable of language, Terran or Undercommon is added to their bonus languages (pick one).
Vorpal Immunity (1 RP)
Prerequisite(s): Construct, Outsider,
Benefit(s): Regeneration, or Undead, Cannot be Ooze.
Members of this race are not instantly killed by decapitation. If they have multiple heads, all must be decapitated for them to die from decapitation.
If they have only one head, they still hear, see, and speak through their head but remain alive after decapitation and can operate their body through a telepathic link. Damage and conditions dealt to either the head or body reduces the creature's normal hit point pool, still shared between them.
For 1 more RP, the head simply cannot be targeted by any effect at all but the creature must be defeated by other means.

Weightlifting (2 RP)
Prerequisite(s): Racial boost to Str or Con
Benefit(s): Members of this race have a +2 innate bonus to combat maneuver checks made to sunder objects and Strength checks to break or lift heavy objects and can lift twice the weight than normal for their size. This is stackable but keep in mind the rule of stacking multipliers in the case of combining this with Large or Quadrupedal creatures. Multipliers to the same number are added up before being applied. For example, a Large creature can carry x8 the normal weight while a creature with Weightlifting 1 can carry x2 normal weight. This would not be multiplied to x16 but would be added up to a flat x9. Stacking this feat functions similarly.

Xenophobic (-1 RP)
Prerequisite(s): Cannot have the Linguist trait.
Benefit(s): Members of this race start with only one language and have a limited selection of only up to 4 bonus languages based on a high intelligence score.