Race: Cyclops (CR 4)

Physical Description



Alignment and Religion




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Racial Traits

Standard Traits (93 CP)

  • Hit Dice: Cyclops begin play with 4 Hit Dice (d8). (0 CP)
  • Type: Cyclops are humanoids with the giant subtype.
  • Ability Score Modifiers: Cyclops gain +13 Strength, +13 Constitution, +4 Wisdom. (60 CP)
  • Ability Score Increases: Cyclops begin play with 8 points to allocate to their ability scores, up to 4 points to a single score.
  • Size: Cyclops are Large creatures and thus gain +2 Strength, -2 Dexterity, +1 Constitution, -1 size penalty to attack rolls, +1 size bonus to CMB and CMD, -1 size penalty to DV, -2 size penalty to Fly, -2 size penalty to Stealth. (2 CP)
  • Speed: Cyclops have a base speed of 40 ft.
  • Languages: Cyclops begin play knowning one regional Giantish language. Cyclops with high Intelligence scores can choose regional languages from the following: Goblish, Giantish, Harpish, Human, Medusan, Mintar, and Orcish. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Ferocity: If the hit points of a cyclops fall below to his negative Constitution score or lower, but he is not yet dead, he can continue to fight. If he does, he is disabled. He still dies when his hit points reach a negative amount equal to twice his Constitution score. (1 CP)
  • Natural Armor: Cyclops have a natural armor bonus equal to their total Hit Dice. (2 CP)
  • Saving Throws: Cyclops begin play with Fortitude +4, Reflex +1, and Will +1 as their base saving throw bonuses. (1 CP)

Feat and Skill Racial Traits

  • Class Skills: Cyclops always consider Climb, Craft, Handle Animal, Heal, Intimidate, Perception, Profession, Ride, Survival, and Swim as class skills. (5 CP)
  • Feats: Cyclops begin play knowing one feat per Hit Die and 2 racial feats.
  • Powerful Eye: Despite only having one, cyclops' single eye are large in relation to their head and very powerful. Cyclops gain a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
  • Skill Ranks: Cyclops begin play with 2 + Intelligence modifier skill ranks per Hit Die, and have 4 skill proficiency increases to allocate. (0 CP)

Magical Racial Traits

  • Flash of Insight: 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. (20 CP)

Offense Racial Traits

  • Base Attack Bonus: Cyclops begin play with a base attack bonus of +3 (medium progression). (0 CP)
  • One-Eye: Cyclops only have one eye, and lack depth perception. They gain a -1 penalty on ranged attacks. (-1 CP)
  • Reach: Cyclops have a reach of 10 ft.
  • Space: Cyclops occupy a space of 10 ft.

Senses Racial Traits

  • Low-Light Vision: Cyclops can see twice as far as humans in conditions of dim light. At 7th Hit Die, they can see three times as far, and at 14th, they can see four times as far, and so on every 7 HD after. (1 CP)

Alternate Physical Traits

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Cultural Traits

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Racial Feats

Feat Name Category/Type Prerequisites Benefit
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