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Race Builder / Creating a New Race / Step 3: Racial Traits / Feat and Skill Racial Traits

Standard Feat and Skill Racial Traits

Source Advanced Race Guide pg. 225
Beguiling Liar (2 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie.

Camouflage (1 RP): Prerequisites: None; Benefit: Choose a ranger favored terrain type. Members of this race gain a +4 racial bonus on Stealth checks while within that terrain type.

Cave Dweller (1 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Knowledge (dungeoneering) and Survival checks made underground.

Craftsman (1 RP): Prerequisites: None; Benefit: Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.

Curiosity (4 RP): Prerequisites: None; Benefit: 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.

Emissary (1 RP): Prerequisites: None; Benefit: Once per day, members of this race can roll twice when making a Bluff or Diplomacy check and take the better roll.

Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit: Members of this race select one extra feat at 1st level.

Focused Study (4 RP): Prerequisites: None; Benefit: At 1st, 8th, and 16th level, members of this race gain Skill Focus in a skill of their choice as a bonus feat.

Gift of Tongues (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +1 racial bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Gifted Linguist (2 RP): Prerequisite: Standard or linguist language quality; Benefit: Members of this race gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill.

Greed (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on Appraise checks to determine the price of nonmagical goods that contain precious metals or gemstones.

Gregarious (1 RP): Prerequisite: The race has at least a +2 racial bonus to Charisma; Benefit: When members of this race successfully use Diplomacy to win over an individual, that creature takes a –2 penalty on attempts to resist any of the member’s Charisma-based skills for the next 24 hours.

Integrated (1 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks.

Master Tinker (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 bonus on Disable Device and Knowledge (engineering) checks. Members of this race are also treated as proficient with any weapon they have personally crafted.

Nimble Faller (2 RP): Prerequisite: 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.

Scavenger (2 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste.

Shards of the Past (5 RP): Prerequisites: None; Benefit: Members of this race have past lives that grant them two particular skills. Each member of this race picks two skills. The member of this race gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the member of this race actually takes.

Silent Hunter (2 RP): Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Silver Tongued (3 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.

Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a single skill. Members of this race gain a +2 racial bonus on skill checks made with this skill. Alternatively, pick two related skills—each member of this race gains a +1 racial bonus on these skills during character creation. Special: This trait can be taken up to three times. Each time it is taken, choose a different skill (+2 bonus) or two different skills (+1 bonus on one of character’s choice). Skill Training (1 RP): Prerequisites: None; Benefit: Pick up to two skills. These skills are always considered class skills for members of this race.

Skilled (4 RP): Prerequisites: None; Benefit: Members of this race gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.

Sneaky (5 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Stealth checks.

Sneaky Rider (6 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Ride and Stealth checks.

Sociable (1 RP): Prerequisites: None; Benefit: When members of this race attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.

Stalker (1 RP): Prerequisites: None; Benefit: Perception and Stealth are always class skills for members of this race.

Static Bonus Feat (2 RP): Prerequisites: None; Benefit: Choose one feat with no prerequisites. All members of this race gain this feat as a bonus feat at 1st level.

Stonecunning (1 RP): Prerequisites: None; Benefit: Members of this race receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Underground Sneak (5 RP): Prerequisite: Race is native to the Darklands; Benefit: Members of this race gain a +2 racial bonus on Craft (alchemy), Perception, and Stealth checks. The bonus on Stealth checks increases to a +4 bonus while underground.

Urbanite (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Water Child (4 RP): Prerequisites: None; Benefit: Members of this race gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.