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. AasimarWisdom or Charisma; Abjuration Changeling- Charisma or any (must alternate); Transmutation DromitesDexterity or Charisma; Evocation DrowDexterity or Charisma ; Illusion or Conjuration DwarfConstitution or Wisdom; Abjuration or Conjuration ElfDexterity or Intelligence; Enchantment GnomeConstitution or Charisma; Illusion GoblinsDexterity or Intelligence; Illusion HalflingsDexterity 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-OrcsStrength or Wisdom; Evocation Hobgoblins- Dexterity or Constitution; Conjuration or Evocation HumansAny; Any MaenadStrength or Charisma; Evocation or Transmutation ShifterDexterity 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
1
st
Base Racial Traits
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