Difference between revisions of "Student of Perfection (Apath)"

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A student of perfection need not have any of the prerequisites normally required for these feats, but some feats still require the use of other feats to function, such as Step Up And Strike
 
A student of perfection need not have any of the prerequisites normally required for these feats, but some feats still require the use of other feats to function, such as Step Up And Strike
  
* Bonus Feat: At 3rd level, a student of perfection gains one of the following feats (see pages 106–107) based on his chosen House of Perfection: Unblinking Flame Feint, Unfolding Wind Strike, or Untwisting Iron Strength. At 7th level, he gains either Unblinking Flame Fist, Unfolding Wind Rush, or Untwisting Iron Skin. A student of perfection need not meet the prerequisites normally required for these feats.
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* Bonus Feat: At 3rd level, a student of perfection gains one of the following feats (see pages 106–107) based on his chosen House of Perfection: Unblinking Flame Feint, Unfolding Wind Strike, or Untwisting Iron Strength. At 7th level, he gains either Unblinking Flame Fist, Unfolding Wind Rush, or Untwisting Iron Skin. A student of perfection need not meet the prerequisites normally required for these feats.
  
 
=== Flurry Of Blows (Ex) ===
 
=== Flurry Of Blows (Ex) ===

Revision as of 10:36, 25 June 2017

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Unofficial rules compendium
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The students of perfection have entire monasteries dedicated to the improvement of body and mind. Over time, three of these monasteries rose to particular prominence, and today these houses are considered by many to be the finest martial arts schools in the entire world. Known collectively as the Houses of Perfection, the three monasteries teach martial and mystical practices to students from all over the world.

To gain entrance to these elite schools, however, applicants must prove their worth by succeeding at seemingly impossible tasks. Adventurers may choose—or be invited—to attempt the numerous rigorous tests necessary to join one of these prestigious monasteries.

Monks from the Houses of Perfection occasionally sponsor those who demonstrate exceptional potential, especially when initiates come to the monks’ attention during adventures. Typically, the monks alternate between spending 3 years in intense training and 3 years traveling, putting their skills to use and learning outside the monastery walls. These wandering monks keep tabs on the rest of the world.

Monastery of Unblinking Flame: The monks of Unblinking Flame model their style after the element of fire. Fire can burn with the slightest touch, yet physical attacks pass through it. Like a riddle, it can illuminate or blind. The Unblinking Flame style emphasizes movements that are both quick and deceptive, favoring a strong defense and a decisive finishing strike. To join the Monastery of Unblinking Flame, a prospective student of the school must outwit an efreeti.

Monastery of Unfolding Wind: The element of air serves as the model for monks of Unfolding Wind. Air can be perfectly still or violently strong, and can change in an instant. The Unfolding Wind style emphasizes balance in stillness and fluidity in motion. Practitioners are mobile in combat, taking full advantage of terrain. Many prefer ranged (especially thrown) weapons over close combat. To join the Monastery of Unfolding Wind, an aspirant must win a race against a djinni.

Monastery of Untwisting Iron: The monks of Untwisting Iron revere the elements of earth and metal. Raw metal is heavy and rigid, yet it can be refined into alloys and shaped into tools. So too do monks of the Untwisting Iron seek to refine themselves into stronger and tougher versions of themselves. Its practitioners are often skilled at combat maneuvers, especially grappling. They eschew elaborate defenses, relying on their own resilience to weather enemy attacks. To join the Monastery of Untwisting Iron, an applicant must successfully wrestle a shaitan.

Class Information

This is a prestige archetype built on the student of perfection prestige class from Pathfinder Roleplaying Game Adventurer’s Guide with elements of the unchained monk.

Publisher: Purple Duck Games.

Role: Even the masters of the Houses of Perfection consider themselves students, as imperfect beings always have more to learn. As a result of their continued training, these masters have developed powers unique to their monasteries.

Alignment: Any lawful

Hit Die: 1d10.

Starting Wealth: 1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Starting Age: The student of perfection is an educated class and begins play in the same age bracket as the monk.

Class Skills

The student of perfection’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Class Features

These are all the features of the student of perfection class.

AC Bonus

When unarmored and unencumbered, the student of perfection adds her Wisdom bonus (if any) to her AC and CMD. In addition, a student of perfection gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four student of perfection levels thereafter, up to a maximum of +5 at 20th level.

These bonuses to AC apply even against touch attacks or when the student of perfection is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.

Bonus Feats (Ex)

At 1st level, 2nd level, and every 4 levels thereafter, a student of perfection can select a bonus feat. These feats must be taken from the following list: Combat Reflexes, Dodge, Improved Grapple, Lunge, Scorpion Style, Spider Step, and Step Up.

At 6th level, the following feats are added to the list: Dreadful Carnage, Following Step, Gorgon's Fist, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Trip, Mobility, and Step Up And Strike.

At 10th level, the following feats are added to the list: Bleeding Critical, Blinding Critical, Improved Critical, Medusa's Wrath, and Spring Attack.

A student of perfection need not have any of the prerequisites normally required for these feats, but some feats still require the use of other feats to function, such as Step Up And Strike

  • Bonus Feat: At 3rd level, a student of perfection gains one of the following feats (see pages 106–107) based on his chosen House of Perfection: Unblinking Flame Feint, Unfolding Wind Strike, or Untwisting Iron Strength. At 7th level, he gains either Unblinking Flame Fist, Unfolding Wind Rush, or Untwisting Iron Skin. A student of perfection need not meet the prerequisites normally required for these feats.

Flurry Of Blows (Ex)

At 1st level, a student of perfection can make a flurry of blows as a full-attack action. When making a flurry of blows, the student of perfection can make one additional attack at her highest base attack bonus. The student of perfection can only make these attacks with unarmed strikes. She can still gain additional attacks from a high base attack bonus and from haste and similar effects.

At 11th level, a student of perfection can make an additional attack at her highest base attack bonus whenever she makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects.

House of Perfection (Ex)

Unarmed Strike (Ex)

Table: Small or Large
Student of perfection Damage
Scarab
Savant
Level
Small
Scarab
Savant
Damage
Large
Scarab
Savant
Damage
1st–3rd 1d4 1d8
4th–7th 1d6 2d6
8th–11th 1d8 2d8
12th–15th 1d10 3d6
16th–19th 2d6 3d8
20th 2d8 4d8

At 1st level, a student of perfection gains Improved Unarmed Strike as a bonus feat. A student of perfection's attacks can be with fists, elbows, knees, and feet. This means that a student of perfection can make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a student of perfection striking unarmed. A student of perfection can apply her full Strength bonus on damage rolls for all her unarmed strikes. A student of perfection's unarmed strikes deal lethal damage, although she can choose to deal nonlethal damage with no penalty on her attack roll. She can make this choice while grappling as well.

A student of perfection's unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

The damage dealt by a student of perfection's unarmed strike is determined by the unarmed damage column on Table: Student of perfection. The damage listed is for Medium student of perfections. The damage for Small or Large student of perfections is listed in Table: Small or Large Student of perfection Damage.

Stunning Fist (Ex)

Versatile Strike (Ex)

The student of perfection can imitate the attacks of various vermin; her unarmed attacks do bludgeoning/slashing/piercing damage.

Evasion (Ex)

At 2nd level, a student of perfection can avoid damage from many area-effect attacks. If a student of perfection succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a student of perfection is wearing light armor or no armor. A helpless student of perfection does not gain the benefit of evasion.

Fast Movement (Ex)

At 3rd level, a student of perfection gains an enhancement bonus to her land speed, as shown on Table: Student of perfection. A student of perfection in armor or carrying a medium or heavy load loses this extra speed.

Ki Pool (Ex)

At 3rd level, a student of perfection gains a pool of ki points, supernatural energy she can use to accomplish amazing feats. The number of points in a student of perfection's ki pool is equal to 1/2 her student of perfection level + her Wisdom modifier. As long as she has at least 1 point in her ki pool, she can make a ki strike. At 3rd level, ki strike allows her unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 7th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 10th level, her unarmed attacks overcome any damage reduction based on alignment. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from her ki pool as a swift action, a student of perfection can make one additional unarmed strike at her highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A student of perfection gains additional powers that consume points from her ki pool as she gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Ki Power

At 4th level and every 2 levels thereafter, a student of perfection can select one ki power. These powers allow the student of perfection to perform amazing feats of mystical power and acrobatic prowess by expending points from her ki pool. Once a ki power is selected, it cannot be changed. Students of perfection can choose any ki power available to the unchained monk except qinggong power. Some ki powers have prerequisites, either a level or an elemental perfection. Student of perfection levels count as monk levels to qualify for ki powers. Unless otherwise noted, a student of perfection cannot select an individual ki power more than once.

Genie’s Blade (Su; any): The student of perfection is proficient with the falchion, kukri, and scimitar and treats these weapons as if they had the monk special quality. The student of perfection can spend 1 ki point as a swift action to give a falchion, kukri, or scimitar he wields the ki strike special ability and have it deal damage equal to that of his unarmed strikes (if greater than its base damage). The student of perfection applies his full Strength modifier to his damage rolls for these attacks. These effects last 1 round. Inner Fire (Su; Unblinking Flame): While the student of perfection is under the effects of elemental fury (fire), a creature that successfully grapples him takes 1d6 points of fire damage. The damage increases by 1d6 each round the creature maintains the grapple, to a maximum number of dice equal to the student of perfection’s level. A student of perfection must have the elemental fury ki power before selecting this ki power.

Iron Chain Choke (Ex; Untwisting Iron): When the student of perfection uses his iron chain strike ability, any opponent grappled by him must succeed at a Reflex saving throw (DC = 10 + the student of perfection’s class level + the student of perfection’s Strength modifier) or it cannot speak or cast spells with verbal components for 1 round. A student of perfection must have the iron chain strike ki power before selecting this ki power.

Iron Chain Strike (Ex; Untwisting Iron): When the student of perfection succeeds at a combat maneuver check, he can spend 1 ki point as a swift action to maintain a grapple to deal damage and can add double his Strength bonus to the damage roll.

Ki Missile (Su; Unfolding Wind): The student of perfection can spend 1 ki point as a swift action to give any thrown weapon he wields the benefits of ki strike and have it deal damage equal to that of his unarmed strikes (if greater than its base damage). These effects last 1 round.

Master of Riddles (Sp; Unblinking Flame): Bluff is a class skill for the student of perfection. When he makes a successful opposed Bluff check, the student of perfection can spend 1 ki point as a standard action to give the target a suggestion (as per the spell suggestion). His caster level is equal to his class level, and the save DC is 10 + his class level + his Wisdom modifier.

One in Mind and Body (Ex; Unfolding Wind): The student of perfection can spend 1 ki point as a swift action to add his Wisdom modifier as a bonus on a Strength- or Dexterity-based skill check.

Punish Mistake (Ex; Unblinking Flame): When the student of perfection makes an attack of opportunity, he can spend 1 ki point as an immediate action to make an additional attack against the target that had provoked the attack.

Still Air (Sp; Unfolding Wind): The student of perfection can spend 1 ki point to cast calm emotions. His caster level is equal to his class level, and the save DC is equal to 10 + his class level + his Wisdom modifier. He can spend 3 ki points as an immediate action to use this ability on himself when he is affected by an emotionUM effect, a confusion effect, or a fear effect.

Transmute Metal (Su; Untwisting Iron): The student of perfection can spend 1 ki point and touch a metal weapon (or 50 pieces of metal ammunition), granting it the benefits of his ki strike for a number of minutes equal to his class level.

Still Mind (Ex)

At 4th level, a student of perfection gains a +2 bonus on saving throws against enchantment spells and effects.

Uncanny Dodge (Ex)

At 4th level, a student of perfection can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A student of perfection with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

If a student of perfection already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Style Strike (Ex)

At 5th level, a student of perfection can learn one type of style strike. Whenever she makes a flurry of blows, she can designate one of her unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a student of perfection learns an additional style strike. She must choose which style strike to apply before the attack roll is made. At 15th level, she can designate up to two of her unarmed strikes each round as a style strike, and each one can be a different type. The student of perfection can choose from any of the following strikes.

Defensive Spin: The student of perfection spins about, confounding her foe. If the attack hits, the student of perfection gains a +4 dodge bonus to AC against any attacks made by the target of the style strike until the start of her next turn. This bonus does not stack with itself. The student of perfection must attack with a fist to use this style strike.

Elbow Smash: The student of perfection follows up a punch with a strike from her elbow. If the attack hits, the student of perfection can make an additional attack using the same attack bonus as the punch at a –5 penalty. If this second attack hits, it deals damage as normal, but all of the damage is nonlethal. The student of perfection must attack with a fist to use this style strike.

Flying Kick: The student of perfection leaps through the air to strike a foe with a kick. Before the attack, the student of perfection can move a distance equal to her fast movement bonus. This movement is made as part of the student of perfection's flurry of blows attack and does not require an additional action. At the end of this movement, the student of perfection must make an attack against an adjacent foe. This movement may be between attacks. This movement provokes an attack of opportunity as normal. The attack made after the movement must be a kick.

Foot Stomp: The student of perfection stomps on a foe's foot, preventing the opponent from escaping. If the attack hits and the student of perfection ends her turn adjacent to that foe, the foe's movement is restricted. Until the start of the student of perfection's next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the student of perfection. Alternatively, it can attempt a combat maneuver check (against the student of perfection's CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The student of perfection must attack with a kick to use this style strike.

Hammerblow: The student of perfection links her hands together, swinging both arms like a club and dealing tremendous damage. If the attack hits, the student of perfection rolls her unarmed strike damage twice, adding both rolls together before applying Strength and other modifiers to the damage. This bonus damage is not multiplied on a critical hit. The student of perfection must attack with a fist to use this style strike, but must have both hands free.

Head-Butt: The student of perfection slams her head into her enemy's head, leaving her foe reeling. If the attack hits and the foe is of the same size or one size smaller than the student of perfection, the student of perfection can make a free combat maneuver check against the target of this strike (using the base attack bonus of the attack used to hit the foe). If the foe is not of the same creature type as the student of perfection, the student of perfection takes a –8 penalty on this check. If the check is successful, the target is staggered for 1 round. Creatures without a discernible head are not affected by this style strike (subject to GM discretion). The student of perfection must attack with a head-butt to use this style strike.

Knockback Kick: The student of perfection attempts to knock her foe back with a powerful kick. If the attack hits, the student of perfection can attempt a free combat maneuver check against the foe (using the base attack bonus of the attack used to hit the foe). If the check is successful, the foe is knocked 10 feet directly away from the student of perfection. This distance increases by 10 feet for every 5 by which the check exceeds the foe's CMD, to a maximum distance equal to the student of perfection's fast movement bonus. This movement does not provoke an attack of opportunity. The foe stops moving if it strikes another creature, barrier, or otherwise solid object. The creature is not knocked prone by this movement. The student of perfection must attack with a kick to use this style strike.

Leg Sweep: The student of perfection attempts to sweep her foe's leg, knocking the opponent down. If the attack hits, the student of perfection can make a free trip attempt against the target of this strike (using the base attack bonus of the attack used to hit the foe). This trip attempt does not provoke an attack of opportunity. The student of perfection must attack with a kick to use this style strike.

Shattering Punch: The student of perfection delivers a brutal punch that can penetrate defenses. If the attack hits, it bypasses any damage reduction or hardness possessed by the target of that attack. The student of perfection must attack with a fist to use this style strike.

Spin Kick: The student of perfection spins about, delivering a kick her foe did not expect. The student of perfection makes her attack against the foe's flat-footed AC. Creatures with the uncanny dodge class feature or a similar effect cannot be caught flat-footed by this style strike. The student of perfection must attack with a kick to use this style strike.

Vermin Facade (Ex)

At 5th level, the student of perfection has gained such a rapport with vermin that they generally won't attack her or her team. Vermin that would attack for food, to guard territory simply, and similar non-urgent reasons ignore the student of perfection and allies within 30 ft. of her. Vermin defending their nest, queen, or otherwise under severe duress are allowed a Will saving throw against this ability, DC 10 + 1/2 the student of perfection's class level + her Wisdom modifier.

The student of perfection can use Handle Animal to train vermin as if they were animals with an Intelligence score of 1. Finally, vermin are not immune to mind-affecting effects used by the student of perfection.

Vicious Strike (Ex)

At 7th level the student of perfection can imitate the most lethal attacks of vermin; her unarmed attacks now have a threat range of 19-20. This stacks with other critical-enhancing effects.

Vermin Prognostication (Sp)

An 8th level student of perfection can observe vermin in their routine activities to gain information about the surrounding area or future events, as either commune with nature or divination. The student of perfection must observe wild vermin for an hour without disturbing them. Normally, student of perfections observe normal (Fine-sized) vermin, but the ability works with any vermin that have not been tamed, domesticated, or otherwise is under the control of non-vermin. Using this ability also restores a point to the student of perfection's ki pool, up to the normal maximum.

Improved Evasion (Ex)

At 9th level, a student of perfection's evasion ability improves. She still takes no damage on successful Reflex saving throws against attacks, but henceforth she takes only half damage on failed saves. A helpless student of perfection does not gain the benefit of improved evasion.

Improved Uncanny Dodge (Ex)

At 12th level, a student of perfection can no longer be flanked.

This defense denies the ability to sneak attack the savant by flanking her, unless the attacker has at least four more levels in classes that grant sneak attack than the target does in classes that grant uncanny dodge.

Pharaoh's Majesty (Sp)

At 13th level, the student of perfection can communicate with vermin (as speak with animals but only with vermin) and charm vermin (as charm person except that it affects vermin instead of humanoids.) She can use both these abilities at will. The save DC is 10 + half the student of perfection's class level + her Wisdom modifier.

At the cost of 2 points from her ki pool, she can use both these abilities at the same time against all vermin within 60 ft. who can see and hear her. She can affect swarms this way.

Lilly's Kiss (Ex)

At 16th level, the student of perfection gains the paralytic strike of the crawling lily beetle. Once per day per student of perfection level, the character can cause an unarmed strike to be especially debilitating to living creatures, inflicting 1d3 points of Dexterity damage in addition to any normal damage inflicted by the attack. There is no saving throw to avoid this effect. When a foe is damaged by an unarmed strike, the student of perfection can use the kiss as an immediate action. Creatures immune to critical hits are immune to this effect.

Timeless Body (Ex)

At 17th level, a student of perfection no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Age bonuses still accrue, and the student of perfection still dies of old age when her time is up.

Flawless Mind (Ex)

At 19th level, a student of perfection gains total control over her mental faculties. Whenever she attempts a Will save, she can roll twice and take the better result. If she fails a Will saving throw against a spell or effect that has a duration longer than 1 hour, the student of perfection can attempt a new saving throw at the end of each hour to end the effect.

Endless Ki (Ex)

At 19th level, the ki point cost of any ability that has a ki point cost is reduced by one point, to a minimum of one ki point.

Perfection (Ex)

Perfection (Ex): At 10th level, a student of perfection increases an ability score of his choice by 2.

Table: Student of Perfection

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, some races have the option of choosing from a number of other bonuses, depending upon their favored classes. The following options are available to each listed race. Unless otherwise stated the bonus applies each time you select the listed favored class reward. All these choices are available from level 1, even if they enhance an ability you only gain at a higher level. A favored race bonus that helps you qualify for a certain class ability means you get that particular class ability at an earlier level.

  • Dwarf: Increase the bonus from the dwarf's stability by +1/4.
  • Elf: Increase the elf's land speed by 1 ft. Always round this down to the nearest increment of 5 ft.
  • Gnome: Add +1/4 to the bonus from the gnome's keen senses and obsessive abilities.
  • Half-Elf: Gain a +1/4 bonus on Diplomacy and Perception checks.
  • Half-Orc: Gain a +1/2 bonus on critical hit confirmation rolls made with a chosen weapon (maximum bonus of +5). When the bonus reaches +5, the hobgoblin can continue to spend points, gaining a bonus on confirmation rolls with all proficient melee weapons. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Halfling : Add +1/2 on all Perception checks. This does not stack with the bonus from the Trapfinding.
  • Human: Gain 1/6 feat.
  • Aasimar: Add 3 ft. to the range of the aasimar's darkvision. Always round this down to the nearest increment of 5 ft.
  • Android: Add a +1/4 bonus on a Knowledge and Linguistics check.
  • Anpur: Gain a +1/2 bonus on Perception checks when it a graveyard, temple, or tomb.
  • Avodim: Add +1/2 to damage dealt to creatures with the outsider type.
  • Catfolk: Add a +1/2 bonus on Bluff checks to feint and Sleight of Hand checks to pickpocket.
  • Dhamphir: Add a +1/2 bonus on Stealth checks and Perception checks made in dim light or darkness.
  • Dhosari: Increase Strength by 1/2, but only for the purpose of Strength checks (not Str-based skill checks) and carrying weight.
  • Dragonblood: Gain blindsense with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
  • Drow: Add a +1/2 bonus on Bluff checks to feint and pass secret messages.
  • Erkunae: Gain a +1/2 bonus on Use Magic Device.
  • Eventual: Gain a +1/2 bonus on opposed Sense Motive checks.
  • Fetchling: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
  • Gnoll: Add 2 ft. to speed when taking the charge, double move, and withdraw actions. Always round this down to the nearest increment of 5 ft.
  • Goblin: Add a +1/2 bonus on damage rolls made before the target has acted in combat.
  • Grippli: Add a +1/2 bonus on Stealth checks and Perception checks made in swamps and in shallow or deep bog terrain.
  • Hobgoblin: Reduce the penalty for not being proficient with one weapon by 1. When the non-proficiency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
  • Ifrit: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Intimidate checks to demoralize enemies.
  • Kitsune: Gain scent with a range of 1 ft. Always round this down to the nearest increment of 5 ft.
  • Kobold: Choose an energy type: acid, cold, electricity, or fire. Gain energy resistance 1 against the selected damage type.
  • Lizardfolk: Gain either climb speed 1 ft. or swim speed 1 ft., whatever the lizardfolk did not start with. Always round this down to the nearest increment of 5 ft.
  • Merfolk: Increase land speed by 2 ft. to a maximum of 20 ft. Thereafter, gain +1 ft. of climb speed. Always round speed down to the nearest increment of 5 ft.
  • Nagaji: Gain either climb speed 1 ft. or swim speed 1 ft. in any combination. Always round this down to the nearest increment of 5 ft.
  • Orc: Gain +1 bonus to damage when at 0 or fewer current hit points.
  • Orcam: Add 1 ft. to the range of orcam ecolocation and gain blindsense 1 ft. even when not using echolocation.
  • Oread: Add +1 to the oread's acid resistance.
  • Polkan: Add 1 ft. of land speed. Always round this down to the nearest increment of 5 ft.
  • Qit'ar: Gain +1/4 to saves vs. mind-affecting spells and effects, and poison.
  • Ratfolk: Gain either climb speed 1 ft. or swim speed 1 ft. in any combination. Always round this down to the nearest increment of 5 ft.
  • Samsaran: Add +1/4 to the bonus of given by the samsarans lifebound ability.
  • Strix: Add a +1 ft. to the range of the strix's darkvision. Always round this down to the nearest increment of 5 ft.
  • Sylph: Add a +1/2 bonus on Acrobatics checks to jump and a +1/2 bonus on Sense Motive checks.
  • Tengu: Gain a +1/2 bonus on critical hit confirmation rolls made with a with any one melee weapon listed under the tengu’s swordtrained ability (maximum bonus of +5). When the bonus reaches +5, the tengu can continue to spend points, gaining a bonus on confirmation rolls with all melee weapon listed under the tengu’s swordtrained ability. This bonus does not stack with those gained through Critical Focus and similar effects.
  • Tiefling: Add 1/2 to the resistances gained from the theifling's fiendish resistance ability.
  • Undine: Add +1 ft. to the undines's swim speed. Always round this down to the nearest increment of 5 ft.
  • Vanara: Add a +1/2 bonus on all Acrobatics and Climb checks.
  • Wayang: Add 3 ft. to the range of the wayang's darkvision. Always round this down to the nearest increment of 5 ft.
  • Xesa: Gain 1/2 additional daily use of eagle's splendor (sp) and sanctuary (sp).
  • Zendiqi: Add 2 ft. to the range of the zendiqi's smell of the muhartik. Always round this down to the nearest increment of 5 ft.
  • Zif: Add +1/2 to the zif’s Climb checks. The zif can climb absolutely smooth surfaces like a wall of force with a DC of 40.
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