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Racial Advancement

As you advance in level, you grow not only in tricks learned from your classes, but also from your race.
Let's face it, in core d20, a dwarf had the same benefits from being level 1 and level 20. In Prime20,
this is no longer a problem! I give you, the Race Advancement Table!

Every level, you get to grab a Racial Trait you qualify for. The exception is 1st level, where many racial
traits are given to you.

Every level where you are supposed to get a racial skill bonus, you get a +1 bonus to any one skill your
race has a bonus to already or has a bonus to the relevant ability score.

This, of course, means that Humans and Half-Elves can choose any skill.

When it says you get a racial ability bonus, you get a +1 to one ability score related to your race.
The school of magic listed is if the character ever picks up the Spell Power racial ability.
Aasimar- Wisdom or Charisma; Abjuration
Changeling- Charisma or any (must alternate); Transmutation
Dromites- Dexterity or Charisma; Evocation
Drow- Dexterity or Charisma ; Illusion or Conjuration
Dwarf- Constitution or Wisdom; Abjuration or Conjuration
Elf- Dexterity or Intelligence; Enchantment
Gnome- Constitution or Charisma; Illusion
Goblins- Dexterity or Intelligence; Illusion
Halflings- Dexterity or Intelligence; Any one but Evocation
Half-Drow- Any, but must alternate; Conjuration and any other one
Half-Elves- Any, but must alternate; Enchantment and any other one
Half-Orcs- Strength or Wisdom; Evocation
Hobgoblins- Dexterity or Constitution; Conjuration or Evocation
Humans- Any; Any
Maenad- Strength or Charisma; Evocation or Transmutation
Shifter- Dexterity or Constitution; Divination or Transmutation
Warforged- Strength or Constitution; Abjuration or Evocation

Racial Powers

Damage Reduction:
Your race is exceptionally hardy.
Barred Races: Any race with a constitution penalty
Benefit: You gain DR 2/a substance. This can be silver, targath, adamantium, or any other special
material your DM allows. This stacks with those Damage Reductions of the same kind.

Death Resistant
Your race is known for facing down death
Benefit: You get a +1 bonus on death saves.

Energy Resistance
Your race has ancestry from a place with extreme temperatures or conditions.
Benefit: You gain Energy Resistance 5 based on the environment your race comes from or your grew
up in.
• Arctic- Cold
• Desert- Fire
• Ocean- Cold
• Swamp- Acid
• Underdark- Cold
• Urban- Electricity

Hatred
Your race has another it particularly hates. You have trained to fight these beasts with exceptional
ability.
Prerequisite: Your DM has said you hate this race.
Benefit: Pick one of the following three benefits.
1. You gain a +4 dodge bonus to Defense against this race.
2. You gain a +2 to attack rolls against this race.
3. You gain a +4 to damage rolls against this race.
4. Your ability rolls gain a +1 bonus against this race
Special: You can pick this multiple times. You must choose either a different race or a different benefit
each time. So a dwarf, who already has the +4 dodge bonus against giants, can choose a +4 bonus to
damage rolls against giants, a +2 to attack rolls against giants, a +1 on ability rolls against giants, or he
can perhaps gain a +4 dodge bonus to Defense against goblinoids.

Incarnum Resistant
Your race is able to fend off the powers of incarnists.
Prerequisite: You cannot be in a race with a Wisdom penalty; you cannot already have incarnum
abilities.
Benefit: You get a +1 on saves against soulmelds, and a +2 on saves against soulmelds aligned against
you.

Incarnum Talent
Your race is in tune with incarnum, the soul stuff of all races.
Prerequisite: You cannot be in a race with a Constitution penalty; you cannot have the Incarnum
Resistant ability.
Benefit: Pick one soulmeld of your choice. You can shape this soulmeld each day. You also gain 1 point
of essentia.

Psionic Defense
Your race is resistant to certain types of psionic powers.
Benefit: You gain a +1 on saves against powers of one psionic discipline of your choice. Once this is
chosen, it cannot be changed.

Psionic Potential
Your race brimming with psionic potential. You can tap this potential.
Benefit: You gain 2 power points and any 1 psionic power with a maximum level of (character level/5,
rounded down). You can manifest it, with a Psionics Rating equal to your character level.

Quick
Your race is extra adept at being quick witted.
Prerequisite: A race with a Dexterity or Intelligence bonus
Benefit: You get a +2 racial bonus to initiative checks.

Racial Weapons
Benefit: You gain proficiency in all weapons for your race.

Save Bonus
Your race is adept at fending off a certain type of injury or poison.
Prerequisite: You must have a bonus in the ability score for the type of save (Str or Con for Fort, Dex or
Int for Reflex, Wis or Cha for Will)
Benefits: Pick a type of effect for your save type. You gain a +2 bonus against that type of attack.
• Fortitude – Disease, Poison, Massive Damage
• Reflex – Area Spells, Traps
• Will – Charm, Fear, Compulsion, Illusions

Spell Defense
Your race is resistant to the spells favored by your kind.
Benefit: You gain a +1 on saves against spells of the type favored by your race. If you have multiples,
you must pick one school of spells.

Spell Power
Your race has a close connection to a school of magic
Benefits: Choose a school of magic close to your race (Changelings and Transmutation, Gnome and
Illusion, etc.). You gain a Spell Like ability, usable once per day. Maximum spell level is equal to
Character Level / 4 (so a 1st level spell at 5th level, a 2nd level spell at 9th, a 3rd level spell at 13th, or a 4th
level spell at 17th)
Special: Once you pick the spell school, it cannot be changed. Some races have predetermined schools
of magic. Look above at their ability listing.

Level Special
st Base Racial Traits
1
2nd Racial Skill Bonus

3rd Racial Ability Bonus

4th
5th Racial Power

6th Racial Skill Bonus

7th Racial Ability Bonus

8th
9th Racial Power

10th Racial Skill Bonus

11th
12th
13th Racial Power

14th Racial Skill Bonus

15th Racial Ability Bonus

16th
17th Racial Power

18th Racial Skill Bonus

19th Racial Ability Bonus

20th

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