House Rules: Creature Creation - Traits

Ability Damage Immunity (5 CP)

Select an ability score. The creature is immune to ability damage to that ability score.

Special: This trait can be taken multiple times. Each time it is taken, select a different ability score.

Ability Drain (Ex or Su) (5 CP)

Select a natural or touch attack or a special ability that targets another creature that the creature possesses. Next, select an ability score. The attack or ability deals 1d4 ability drain to that attribute. Double the cost each time the damage die is increased by 1 size.

Special: This trait can be taken multiple times. Each time it is taken, select a different attack, ability, or ability score.

Ability Drain Immunity (5 CP)

Select an ability score. The creature is immune to ability drain to that ability score.

Special: This trait can be taken multiple times. Each time it is taken, select a different ability score.

Ability Score Increase (2 CP)

Select an ability score. It increases by 1.

Special: This trait can be taken multiple times. Its effects stack.

Animal Empathy (1 CP)

Select one type of animal. The creature gains a racial bonus equal to half of its total Hit Dice on Handle Animal, Knowledge (nature), Ride, and wild empathy checks towards the selected animal.

Special: This trait can be taken multiple times. Each time it is taken, select a different type of animal.

Automatic Attack (10 CP)

The creature does not need to make attack rolls and automatically hits with its attacks and combat maneuvers. It can never miss, nor make critical hits. The target of an automatic ranged attack can make a Reflex save for half damage at a DC 10 + 1/2 of the creature's total Hit Dice + its Dexterity modifier.

Base Attack Bonus Progression, Slow (-1 CP)

The creature's base attack bonus is equal to 1/2 of its total Hit Dice.

Base Attack Bonus Progression, Medium (0 CP)

The creature's base attack bonus is equal to 3/4 of its total Hit Dice.

Base Attack Bonus Progression, Fast (+1 CP)

The creature's base attack bonus is equal to its total Hit Dice.

Base Saving Throw Progression, Fast (+1 CP)

Select one type of saving throw. The creature's base saving throw progression for that type is fast.

Special: This trait can be taken two more times. Each time it is taken, select a different type of saving throw.

Change Shape, Greater (6 CP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.

As a supernatural ability, the creature can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.

Change Shape, Lesser (3 CP)

Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.

As a supernatural ability, the creature can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.

Class Skill (1 CP)

Pick up to two skills. These skills are always considered class skills for the creature. If a skill has specific subtypes, such as Knowledge (arcana) or Perfom (sing), two subtypes of the same skill can be selected instead of one skill.

Special: This trait can be taken multiple times. Each time it is taken, select two different skills.

Combat Maneuver Bonus (2 CP)

Select a combat maneuver. The creature gains a racial bonus equal to half of its total Hit Dice on attack rolls for that maneuver.

Special: This trait can be taken multiple times. Each time it is taken, select a different combat maneuver.

Concentration Bonus (1 CP)

The creature gains a racial bonus equal to half of its total Hit Dice on concentration checks.

Constant Spell ( CP per spell level + 1)

Select a spell or that targets a creature and does not have a duration of Instantaneous. The spell's effects are always active on the creature. The creature can dismiss the spell's effects as a free action, and reactivate it as a standard action. Use the spell's highest listed spell or power level to calculate its CP cost. The final cost is reduced by [tbd] if the spell's original duration was counted in hours, reduced by [tbd] if the original duration was counted in days, or reduced by [tbd] if the original duration was permanent (minimum 1 CP).

Special: This trait can be taken multiple times. Each time it is taken, select a different spell or power.

Constrict (2 CP)

Prerequisites: Natural attack with the grab ability.

Select a natural attack with the grab ability that the creature possesses. The creature can crush an opponent, dealing bludgeoning damage, when it makes a successful grapple check (in addition to any other effects caused by a successful check, including additional damage). The amount of damage is equal to the amount of damage of the selected natural attack.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack with the grab ability.

Energy Affinity (1 CP)

Select one of the following energy types: acid, cold, electricity, or fire. A creature with the sorcerer elemental bloodline matching the selected energy type treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Spellcasting creatures with the domain matching the selected energy type use their domain powers and spells at +1 caster level.

Special: This trait can be taken multiple times. Each time it is taken, select either a different energy type or a previously selected energy type. If a previous energy type is selected, the treated Charisma score is increased by 2, and the caster level bonus is increases by 1.

Extra Eye (1 CP)

The creature gains an additional eye, gaining a +1 bonus to Perception checks.
Special: This trait can be taken multiple times. Its effects stack.

Extra Pair of Arms (4 CP)

The creature gains an additional pair of arms and hands.

Extra Pair of Legs (8 CP)

The creature gains an additional pair of legs, increasing its land speed by 1 size category and granting a +4 bonus to CMD against trip maneuvers.

Special: This trait can be taken multiple times. Its effects stack.

Flash of Insight (20 CP)

Once per day as a free action that can be taken out of its turn, but only once per round, the creature can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to select the exact result of one die roll before the roll is made. This effect can alter an action taken by the creature only, and cannot be applied to the rolls of others.

Grab (4 CP)

Prerequisite: Bite, claw, pincer, slam, tail slap, or tentacle natural attack.

Select one of the creature's natural attacks; that attack has the grab ability. When the creature hits a target up to its size with that natural attack, it deals normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. The attack does not need to deal damage in order to start the grapple. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. The creature can grab targets larger than itself by paying an additional 2 CP per size category.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack that the creature possesses.

Hit Dice d6 (-1 CP)

Hit Dice d8 (0 CP)

Hit Dice d10 (1 CP)

Hit Dice d12 (2 CP)

Hive Mind (5 CP)

The creature shares a telepathic bond with other members of their hive that enhances their hive mates’ perception. As long as the creature is within telepathic range of at least one hive mate, it gains a +4 racial bonus on initiative checks and Perception checks. If at least one hive mate disbelieves an illusion, all hive mates within its telepathic range are also considered to disbelieve that illusion. If one hive mate is aware of combatants, all other hive mates within the range of its telepathy are also aware of those combatants. If one hive mate is targeted by a mind-affecting effect, all other hive mates within the range of its telepathy are also affected. The default telepathy range is 5 feet, and can be increased by 5 feet for every 1 CP spent in addition to the trait's base cost.

Hold Breath (1 CP)

The creature can hold its breath for a number of rounds equal to twice its Constitution score before risking drowning or suffocating. At 7th Hit Die, the duration extends to three times, and so on every 7 HD after.

Hungerless (5 CP)

The creature does not need to eat or drink, unless it wants to gain any benefits from doing so.

Initiative Bonus (2 CP)

The creature gains a bonus on initiative checks equal to half of its total Hit Dice.

Light and Dark (1 CP)

As a supernatural ability, the creature can treat positive and negative energies as if it were an undead creature, taking damage from positive energy and healing damage from negative energy. The creature can use this ability a number of times per day equal to its total Hit Dice, and the ability lasts for 1 minute once activated.

Lucky (1 CP)

A number of times per day equal to its total Hit Dice, the creature can reroll a natural 1 on any d20 roll. It must accept the new result.

Mimic Class Ability Per Day (4 CP)

Select a class ability. The creature can use this class ability a number of times per day equal to its total Hit Dice, using its total HD as the ability's class level, for a duration of a number of rounds equal to its total HD.

Multiplied Attack (6 CP)

The damage of all of the creature's attacks are increased by one size category.
Special: This trait can be taken multiple times. Its effects stack.

Natural Armor (2 CP)

The creature gains a natural armor bonus equal to its total Hit Dice.

Naturally Psionic (3 CP)

The creature gains the Wild Talent feat as a bonus feat at 1st Hit Die. If the creature takes levels in a psionic class, it instead gains the Psionic Talent feat. At 4th HD, and every 3 HD after, it gains the Psionic Talent feat as a bonus feat.

Overcome Spell Resistance (2 CP)

The creature gains a racial bonus equal to its total Hit Dice on caster level checks to overcome the target's spell resistance.

Psionic Aptitude (0 CP)

When the creature takes a level in a favored class, it can choose to gain an additional power point instead of a hit point or skill point.

See in Darkness (4 CP)

The creature can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Skill Ranks 2 (0 CP)

Skill Ranks 4 (1 CP)

Skill Ranks 6 (2 CP)

Skill Ranks 8 (3 CP)

Skilled (3 CP)

The creature gains an additional skill rank at 1st Hit Die and one additional rank whenever they gain a HD. It also gets one free skill proficiency increase at 1st HD, and again at 5th HD and every five HD after.

Slow and Steady (0 CP)

The creature's speed is reduced by 10 feet, but its speed is never modified by armor or encumbrance.

Surge (3 CP)

A number of times per day equal to its total Hit Dice as a reaction, the creature can innately cause a surge of power, granting a bonus equal to half of its total HD on any one d20 roll; this ability must be activated before the roll is made. When the creature uses this power, it glows with light equivalent to that of a torch in illumination for 1 round.

Talented Companion (2 CP)

When the creature acquires an animal companion, bonded mount, cohort, or familiar, that companion gains a +2 bonus to one ability score and -2 to another of the creature’s choice.

Terrain Stride (1 CP)

Choose a ranger favored terrain type. The creature can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Special: This trait can be taken multiple times. Each time it is taken, select a different terrain type.

Toxic (Ex) (1 CP)

Prerequisites: Aberration, dragon, plant, or undead type, or grippli, half-undead, reptilian, or vishkanya subtype.

The creature gains the following extraordinary ability: a number of times per day equal to its Constitution modifier + its total Hit Dice, the creature 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 simple action. When this trait is taken, choose one of the following venoms:

  • Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the creature’s total HD + 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 creature’s total HD + 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 creature’s total HD + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str; cure 1 save.

Trip (2 CP)

Prerequisite: The creature has a natural attack.

Select one natural attack that the creature possesses. When that natural attack hits, the creature can attempt a trip maneuver as a free action
without provoking an attack of opportunity. If the attempt fails, the creature is not tripped in return.

Special: This trait can be taken multiple times. Each time it is taken, select a different natural attack.

Untrained Skill Checks (2 CP)

Select a trained skill. The creature can make checks with that skill while being untrained in it. If a subtype of a skill is chosen, such as Knowledge (arcana), reduce the cost by 1 CP.

Special: This trait can be taken multiple times. Each time it is taken, select a different trained skill.

Weapon Familiarity (1 CP)

Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, choose a group that includes the same name as one of the creature's subtypes. The creature is proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.

Special: This trait can be taken up to two times. The second time it is taken, the creature becomes proficient with another two weapons or one weapon and a racial weapon group.

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