STANDARD
Animals - awakened or not - gain the following traits. Exact RP varies according to size and speed, but RP cannot exceed 20). It is recommended to use any official statblock for your animal's species as a guideline for which traits it should have, as a player character.
Standard Racial Traits (2-13+ RP)
- Ability Score Modifiers (0 RP): Animals are hardy and savvy of the world they live in, but aren't naturally sapient species by humanoid standards. They gain +2 racial bonus to a physical ability score of their choice, +2 racial bonus to Wisdom, and –2 racial penalty to Intelligence.
- Size (RP varies): Animals come in a variety of sizes, depending on their species. The following four are the most common. If you are a different size category, talk with your GM to see if they'll allow it.
- Large (7 RP) Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
- Medium (0 RP) Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.
- Small (0 RP) Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.
- Tiny (4 RP) Tiny creatures gain a +2 size bonus to Dexterity and a –2 size penalty to Strength. Tiny races gain a +2 size bonus to their AC, a +2 size bonus on attack rolls, a –2 penalty on combat maneuver checks and to their CMD, and a +8 size bonus on Stealth checks. Tiny characters take up a space of 2-1/2 feet by 2-1/2 feet, so up to four of these characters can fit into a single square. Tiny races typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack it in melee. This provokes an attack of opportunity from the opponent. Since they have no natural reach, they do not threaten the squares around them. Other creatures can move through those squares without provoking attacks of opportunity. Tiny creatures typically cannot flank an enemy.
- Type (0 RP): Animals are well... animals, and are of the Animal type. Animals who have been Awakened are instead Magical Beasts.
- Base Speed (RP Varies): Animals vary vastly in body plan, and can come with feet, fins, or wings. Choose your speeds according to whether your animal is grounded, arboreal, aquatic, or capable of flight. This trait can be taken multiple times - each time, choose a different base speed trait.
- Normal Speed (0 RP) The race has a base speed of 30 feet.
- Fast (1 RP) Prerequisites: Normal speed. Benefit: Members of this race gain a +10 foot bonus to their base speed. Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
- Climb (2 RP) Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.
- Prehensile Tail (2 RP) Prerequisites: Climb speed. Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
- Flight (4 RP) Members of this race have a fly speed of 30 feet with clumsy maneuverability. Special: This trait can be taken more than once. For each additional 2 RP spent, the race’s fly speed increases by +10 feet, and the maneuverability improves by one step.
- Swim (2 RP) Members of this race have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. Creatures which have a swim speed but no normal speed cannot breath air, unless the Amphibious trait is taken.
- Powerful Swimmer (1 RP) Prerequisites: Swim racial trait. Benefit: Members of this race receive a +10 foot bonus to their swim speed. Special: This trait can be taken twice. Its effects stack.
- Amphibious (2 RP) Prerequisites: Swim racial trait. Benefit: Members of this race are amphibious and can breathe both air and water.
- Hold Breath (1 RP) Members of this race can hold their breath for a number of rounds equal to four times their Constitution score before risking drowning or suffocating.
- Normal Speed (0 RP) The race has a base speed of 30 feet.
- Languages (0 RP): Members of this race start with their racial language only. Races without a racial language cannot take this array. Furthermore, choose up to four languages (except for Druidic or other secret languages), one of which must be Common (or Undercommon, if the race is native to the underground regions). Members of this race with high Intelligence scores can choose from any of these additional languages.
Offense Racial Traits
- Natural Weapons (1 RP): Pick one of a natural attacks. Members of this race receive one natural attack of the chosen type. The damage is based on the creature’s size. Special: This trait can be taken multiple times. Each time, pick a different natural attack. Claws, hooves/tentacles/wings, and talons may be taken twice.
| Natural Attack | Base Damage by Size* | Damage Type | Attack type | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|
| Fine | Dim. | Tiny | Small | Medium | Large | Huge | Garg. | Col. | |||
| Bite | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | B, P, and S | Primary |
| Claw | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B and S | Primary |
| Gore | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | P | Primary |
| Hoof, Tentacle, Wing | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B | Secondary |
| Pincers, Tail Slap | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | 4d6 | B | Secondary |
| Slam | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B | Primary |
| Sting | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | P | Primary |
| Talons | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | S | Primary |
| Other | – | 1 | 1d2 | 1d3 | 1d4 | 1d6 | 1d8 | 2d6 | 2d8 | B, P, or S | Secondary |
Senses Racial Traits
- Low-Light Vision (1 RP) Members of this race can see twice as far as a race with normal vision in conditions of dim light.
OPTIONAL
You may take additional traits in the following categories, if desired, to achieve the traits of your animal's species. Any traits taken must - in conjunction with the final RP cost of the standard traits - total 20 or less.
Defense Racial Traits
- Desert Runner (2 RP) Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
- Hardy (3 RP) Prerequisites: The race has at least a +2 racial bonus to Constitution. Benefit: Members of this race gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
- Healthy (2 RP) Prerequisites: The race has at least a +2 racial bonus to Constitution. Benefit: Members of this race gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
- Natural Armor (2 RP). Many animals have thick fur or scales which protect them from harm. These animals gain +1 natural armor.
- Improved Natural Armor (1 RP) Prerequisites: Natural armor racial trait. Benefit: Members of this race gain a +1 natural armor bonus. Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.
- Stability (1 RP) Members of this race receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.
Feat and Skill Racial Traits
- Camouflage (1 RP) Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.
- Curiosity (4 RP) Members of this race are naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead.
- Nimble Attacks (2 RP) Members of this race receive Weapon Finesse as a bonus feat.
- Nimble Faller (2 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Members of this race land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
- Quick Reactions (2 RP) Members of this race receive Improved Initiative as a bonus feat.
- Sneaky (5 RP) Benefit: Members of this race gain a +4 racial bonus on Stealth checks.
- Stalker (1 RP) Perception and Stealth are always class skills for members of this race.
Movement Racial Traits
- Burrow (3 RP) Prerequisites: Normal speed. Benefit: Members of this race gain a burrow speed of 20 feet. Special: This trait can be taken twice. The second time it is taken, the burrow speed increases to 30 feet.
- Fleet-Footed (3 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
- Gliding Wings (3 RP) Members of this race take no damage from falling (as if subject to a constant non-magical feather fall spell). 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.
- Jumper (2 RP) Prerequisites: The race has at least a +2 racial bonus to Dexterity. Benefit: Members of this race are always considered to have a running start when making Acrobatics checks to jump.
- Mountaineer (1 RP) Prerequisites: None. Benefit: Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
- Sprinter (1 RP) Prerequisites: Normal speed. Benefit: Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
- Vestigial Wings (2 RP) Members of this race have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks.
Offense Racial Traits
- Ferocity (4 RP) Members of this race gain the following extraordinary ability: If the hit points of a member of this race fall below 0 but it is not yet dead, it can continue to fight. If it does, it is staggered, and loses 1 hit point each round. It still dies when its hit points reach a negative amount equal to its Constitution score.
- Relentless (1 RP) Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
- Swarming (1 or 2 RP) Prerequisites: Medium or smaller size. Benefit: Members of this race are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. Special: If the race is Small or smaller, this trait costs 1 RP. If the race is Medium, it costs 2 RP.
- Toxic (1 RP) Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.
Senses Racial Traits
- Darkvision 60 Feet (2 RP) Members of this race can see in the dark up to 60 feet. This trait can be taken a second time for an additional 1 RP, which increases the Darkvision to 120 feet.
- Low-Light Vision (1 RP) Members of this race can see twice as far as a race with normal vision in conditions of dim light.
- Scent (4 RP) Members of this race gain the scent ability.