O.G.R.E. - View Table Morrus' Unofficial Tabletop RPG News O.G.R.E. - View Table
Table Title: myths_far_future_alien_race_traits_pathfinder
Table Category: Sci-fi Tables

Hits: 116

Description:
Random racial qualities from the Myths of the Far Future Player's Guide (EN Publishing).
Roll: 1d166
RangeContentsExample
1-5[b]Adonis[/b]: {print: $race} are overtly beautiful, but they can occasionally be arrogant or brash. {print: $race} gain Skill Focus (Diplomacy) and a +2 racial bonus to Diplomacy checks. {$cha: $cha+2} {$adj: beautiful}[b]Adonis[/b]: are overtly beautiful, but they can occasionally be arrogant or brash. gain Skill Focus (Diplomacy) and a +2 racial bonus to Diplomacy checks.
6-10[b]Adrenaline Rush[/b]: {print: $race} have a distinct appearance when excited that warns others away or draws them in, such as glowing veins, rippling or contracting muscles. Like a Berserker (Barbarian) {print: $race} can enter a rage for up to two rounds per day. If they take the Berserker archetype for the Barbarian class, these rounds stack. {$con: $con+2} {$adj: excitable}[b]Adrenaline Rush[/b]: have a distinct appearance when excited that warns others away or draws them in, such as glowing veins, rippling or contracting muscles. Like a Berserker (Barbarian) can enter a rage for up to two rounds per day. If they take the Berserker archetype for the Barbarian class, these rounds stack.
11-14[b]Aquatic[/b]: Strong swimmers with webbed feet and gills are predominate members of the {print: $race}. {print: $race} gain a swim speed equal to their land speed. {$con: $con+2} {$mv: , Swim {print: $speed} ft.} {$class: amphibian} {$adj: aquatic} {$dex: $dex+-2} {$sub: (Aquatic)}{$type: Monstrous Humanoid}[b]Aquatic[/b]: Strong swimmers with webbed feet and gills are predominate members of the . gain a swim speed equal to their land speed.
15-19[b]Bionic[/b]: {print: $race} believe in extreme modifications and upgrades and are robotic in nature. They gain Skill Focus [Knowledge (Engineering)] and a +2 racial bonus to Knowledge (Engineering) checks. {print: $race} also have the appearance of any other racial quality of their choice, but not its benefit. That quality is entirely mechanical in nature. Aliens with this quality gain the Construct type, but retain their Constitution score and do not gain the standard Construct immunities. {$int: $int+2} {$class: cyborg}{$adj: robotic} {$type: Construct}[b]Bionic[/b]: believe in extreme modifications and upgrades and are robotic in nature. They gain Skill Focus [Knowledge (Engineering)] and a +2 racial bonus to Knowledge (Engineering) checks. also have the appearance of any other racial quality of their choice, but not its benefit. That quality is entirely mechanical in nature. Aliens with this quality gain the Construct type, but retain their Constitution score and do not gain the standard Construct immunities.
20-23[b]Chameleon[/b]: {print: $race} skin changes color to blend in with the background. {print: $race} gain Skill Focus (Stealth) and a +2 racial bonus to Stealth checks. {$dex:$dex+ 2} {$type: Monstrous Humanoid}[b]Chameleon[/b]: skin changes color to blend in with the background. gain Skill Focus (Stealth) and a +2 racial bonus to Stealth checks.
24-27[b]Crystalline[/b]: Most races are carbon-based, but the {print: $race}'s biology is crystalline, making them much more resilient, but fragile. {print: $race} have vulnerability to sonic damage, but gain Resist fire and acid 5. {$dex: $dex-2} {$con: $con-2} {$class: crystalline being}{$odd: 2}{$adj: crystalline} {$type: Monstrous Humanoid}[b]Crystalline[/b]: Most races are carbon-based, but the 's biology is crystalline, making them much more resilient, but fragile. have vulnerability to sonic damage, but gain Resist fire and acid 5.
28-31[b]Eye Stalks[/b]: Having eyes on the end of stalks may look unusual, but it greatly enhances {print: $race}'s all-round vision. {print: $race} gain lowlight vision and a +2 racial bonus to Perception checks. {$wis: $wis+2} {$type: Monstrous Humanoid}[b]Eye Stalks[/b]: Having eyes on the end of stalks may look unusual, but it greatly enhances 's all-round vision. gain lowlight vision and a +2 racial bonus to Perception checks.
32-36[b]Fearsome[/b]: {print: $race} have dangerous looking {Morrus(Fearsome Features)}. They gain Skill Focus (Intimidate) and a +2 racial bonus to Intimidate checks. {$str: $str+2} {$adj: fearsome} {$type: Monstrous Humanoid}[b]Fearsome[/b]: have dangerous looking fangs. They gain Skill Focus (Intimidate) and a +2 racial bonus to Intimidate checks.
37-41[b]Fur[/b]: {print: $race}'s thick fur protects them against the elements. {print: $race} have cold resistance 5, electricity resistance 5, and fire resistance 5. {$con: $con+2} {$class: mammal} {$adj: furry} {$type: Monstrous Humanoid}[b]Fur[/b]: 's thick fur protects them against the elements. have cold resistance 5, electricity resistance 5, and fire resistance 5.
42-45[b]Gorilla[/b]: {print: $race} have inhumanly large muscles. {print: $race} {$class: mammal} {Morrus(Gorilla alien trait qualities)}. {$str: $str+2}{$weight: {$weight*1.5}} {$adj: gorilla-like}[b]Gorilla[/b]: have inhumanly large muscles. gain a climb speed equal to their land speed and a +8 racial bonus to Climb checks.
46-49[b]Hooves[/b]: {print: $race} are descended from a creature similar to Earth's horse. {print: $race} speed becomes 35 feet and they can charge after moving at least 5 feet. {$speed: 35} {$class: equine}{$adj: hooved} {$type: Monstrous Humanoid}[b]Hooves[/b]: are descended from a creature similar to Earth's horse. speed becomes 35 feet and they can charge after moving at least 5 feet.
50-54[b]Large[/b]: {print: $race} are an unusually large race of aliens. Their size becomes Large and they gain the giant subtype, but they take a –2 penalty to one of their ability scores. {$size: Large}{$str: $str+2}{$abl: and -2 to one other ability score}{$height: {$height*1.5}}{$weight: {$weight*1.5}} {$dex: $dex+-2} {$odd: 1} {$sub: (Giant)}{$adj: giant}[b]Large[/b]: are an unusually large race of aliens. Their size becomes Large and they gain the giant subtype, but they take a –2 penalty to one of their ability scores.
55-58[b]Long Lived[/b]: {print: $race} live for much longer than most. {print: $race} gain a +2 racial bonus to Constitution checks to become stable and automatically succeed on a natural roll of 19 or 20. {$con: $con+2} {$life: $life+100} {$adj: long-lived}[b]Long Lived[/b]: live for much longer than most. gain a +2 racial bonus to Constitution checks to become stable and automatically succeed on a natural roll of 19 or 20.
59-63[b]Natural Defense[/b]: {print: $race} are hardier than most others; with a unique metabolism and nervous system. {print: $race} gain a +1 natural armor bonus and +1 hit point per hit die. {$armbo: 1}{$hpbo: 1}{$con: $con+2} {$type: Monstrous Humanoid}[b]Natural Defense[/b]: are hardier than most others; with a unique metabolism and nervous system. gain a +1 natural armor bonus and +1 hit point per hit die.
64-68[b]Psychic[/b]: {print: $race} have a minor latent psionic ability. Choose one of the following fields of study: Energy Transference (fire only), Holography, Psychology, or Research. {print: $race} gain a 0 level and a 1st level procedure from that field that they can use naturally once per day each. {$wis: $wis+2} {$adj: psychic}[b]Psychic[/b]: have a minor latent psionic ability. Choose one of the following fields of study: Energy Transference (fire only), Holography, Psychology, or Research. gain a 0 level and a 1st level procedure from that field that they can use naturally once per day each.
69-73[b]Reptilian[/b]: {print: $race} scaly skin gives away their reptilian heritage. {print: $race} gain a +1 natural armor bonus and fire resistance 5. {$con: $con+2} {$armbo: 1} {$class: reptile} {$sub: (Reptilan)}{$adj: reptilian}[b]Reptilian[/b]: scaly skin gives away their reptilian heritage. gain a +1 natural armor bonus and fire resistance 5.
74-77[b]Scavenger[/b]: {print: $race}'s scavenging ancestors, evident in their ragged, sharp teeth, gave them a cast-iron stomach. {print: $race} are immune to poison effects and get a +2 racial saving throw bonus to Fortitude. {$con: $con+2} {$int: $int+-2} {$adj: bestial}[b]Scavenger[/b]: 's scavenging ancestors, evident in their ragged, sharp teeth, gave them a cast-iron stomach. are immune to poison effects and get a +2 racial saving throw bonus to Fortitude.
78-82[b]Small[/b]: {print: $race} are an unusually small race of aliens. Their size becomes Small and they gain a +4 dodge bonus to AC against enemies larger than Medium, but their speed is reduced by 5 feet. All other benefits and penalties of being small apply. {$dex: $dex+2}{$speed: 25}{$size: Small}{$height: $height*0.5}{$weight: $weight*0.5} {$str: $str-2} {$adj: short-statured}[b]Small[/b]: are an unusually small race of aliens. Their size becomes Small and they gain a +4 dodge bonus to AC against enemies larger than Medium, but their speed is reduced by 5 feet. All other benefits and penalties of being small apply.
83-87[b]Tail[/b]: {print: $race} have a tail which they can use to their advantage, providing them with extra balance. {print: $race} receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground. {$dex: $dex+2}[b]Tail[/b]: have a tail which they can use to their advantage, providing them with extra balance. receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
88-91[b]Third Arm[/b]: {print: $race} have an extra functional limb that allows them to perform more actions. As a swift action, {print: $race} can draw or stow a single object on their person. {print: $race} also get a +2 racial bonus to Sleight of Hand checks. {$dex: $dex+2} {$adj: three-armed} {$type: Monstrous Humanoid}[b]Third Arm[/b]: have an extra functional limb that allows them to perform more actions. As a swift action, can draw or stow a single object on their person. also get a +2 racial bonus to Sleight of Hand checks.
92-95[b]Two Heads[/b]: {print: $race} have a second head somewhere on their body. Its usefulness varies. {print: $race} are immune to sleep effects and get a +2 racial saving throw bonus to Will. {$wis: $wis+2} {$odd: 1}{$adj: two-headed} {$type: Monstrous Humanoid}[b]Two Heads[/b]: have a second head somewhere on their body. Its usefulness varies. are immune to sleep effects and get a +2 racial saving throw bonus to Will.
96-100[b]Vestigial Wings[/b]: {print: $race} are descended from a flying creature. While no longer able to fly, the vestigial wings make jumping and falling easier. {print: $race} gain Skill Focus (Fly) and a +2 racial bonus to Fly checks. {print: $race} can also avoid falling damage, as described in the Fly skill. {$dex: $dex+2} {$class: avian}{$adj: winged} {$sub: (Avian)}{$type: Monstrous Humanoid}[b]Vestigial Wings[/b]: are descended from a flying creature. While no longer able to fly, the vestigial wings make jumping and falling easier. gain Skill Focus (Fly) and a +2 racial bonus to Fly checks. can also avoid falling damage, as described in the Fly skill.
101-104[b]Darkvision[/b]: {print: $race} can see in the dark up to 60 feet. {$wis: $wis+2}[b]Darkvision[/b]: can see in the dark up to 60 feet.
105-108[b]Keen Senses[/b]: {print: $race} receive a +2 racial bonus on Perception skill checks. {$wis: $wis+2}[b]Keen Senses[/b]: receive a +2 racial bonus on Perception skill checks.
109-111[b]Ferocity[/b]: Once per day, when a {print: $race} is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying. {$con: $con+2} {$wis: $wis-2}{$adj: ferocious}[b]Ferocity[/b]: Once per day, when a is brought below 0 hit points but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
112-115[b]Nomadic[/b]: {print: $race} thrive in the deepest wilderness, forever roaming across desolate landscapes. {print: $race} receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. {$con: $con+2}{$adj: nomadic}[b]Nomadic[/b]: thrive in the deepest wilderness, forever roaming across desolate landscapes. receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments.
116-118[b]Linguistic[/b]: {print: $race} love languages and learning about those they meet. {print: $race} gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. {$int: $int+2}{$adj: verbose}[b]Linguistic[/b]: love languages and learning about those they meet. gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill.
119-120[b]Timid[/b]: {print: $race} are skittish, making them particularly alert. {print: $race} gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They suffer a –2 penalty on fear saves and gain no benefit from morale bonuses on fear saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class. {$wis: $wis+2}{$adj: timid} [b]Timid[/b]: are skittish, making them particularly alert. gain a +1 bonus on initiative checks and a +1 bonus on attack rolls when flanking. They suffer a –2 penalty on fear saves and gain no benefit from morale bonuses on fear saves. When affected by a fear effect, their base speed increases by 10 feet and they gain a +1 dodge bonus to Armor Class.
121-124[b]Feline[/b]: {print: $race} excel at hunting prey from high vantage points. {print: $race} possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). {print: $race} have an amazing sense of balance and keen knowledge of their own center of gravity. {print: $race} land on their feet even when they take lethal damage from a fall. Furthermore,{print: $race} gain a +1 bonus to their CMD against trip maneuvers. {$mv: , Climb 20 ft.} {$dex: $dex+2}{$class: mammal} {$con: $con-2}{$type: Monstrous Humanoid}{$sub: (Catfolk)}{$adj: feline}[b]Feline[/b]: excel at hunting prey from high vantage points. possess a climb speed of 20 feet (along with the +8 racial bonus on Climb checks a climb speed affords). have an amazing sense of balance and keen knowledge of their own center of gravity. land on their feet even when they take lethal damage from a fall. Furthermore, gain a +1 bonus to their CMD against trip maneuvers.
125-128[b]Feathered[/b]: {print: $race} can use their feathered arms and legs to glide. {$sub: Avian}{print: $race} can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a {print: $race} may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls. {$dex: $dex+2}{$adj: feathered} {$type: Monstrous Humanoid}{$sub: (Avian)}{$class: avian}[b]Feathered[/b]: can use their feathered arms and legs to glide. can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, a may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet he falls.
129-130[b]Four-legged[/b]: {print: $race} receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground. Their speed becomes 40. {$dex: $dex+2}{$adj: four-legged}{$speed: 40} {$type: Magical Beast}[b]Four-legged[/b]: receive a +4 racial bonus to their CMD against bull rush or trip attempts while on solid ground. Their speed becomes 40.
131-133[b]Toxic[/b]: Once per day as a swift action, a {print: $race} can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the {print: $race} can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The {print: $race} is immune to its own poison, as are all other {print: $race}. [i]{print: $race} Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.[/i]. {$con: $con+2}{$adj: poisonous} {$type: Monstrous Humanoid} [b]Toxic[/b]: Once per day as a swift action, a can create a poison that can be applied to a weapon or delivered as a touch attack. Alternatively, the can smear the poison on its own body as a standard action, affecting the first creature to hit it with an unarmed strike or natural weapon. The poison loses its potency after 1 hour. The is immune to its own poison, as are all other . [i] Poison: Skin or weapon—contact or injury; save Fort DC 10 + 1/2 the grippli's Hit Dice plus its Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dexterity damage; cure 1 save.[/i].
134[b]Shapechanging[/b]: A {print: $race} can assume the appearance of a specific single human form of the same sex. The {print: $race} always takes this specific form when she uses this ability. A {print: $race} in human form cannot use natural weapons or traits particular to its {print: $race} form, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as [i]alter self[/i], except that the {print: $race} does not adjust her ability scores. {$cha: $cha+2}{$odd: 2}{$adj: shapechanging}{$sub: (Shapechanger)} {$type: Magical Beast} [b]Shapechanging[/b]: A can assume the appearance of a specific single human form of the same sex. The always takes this specific form when she uses this ability. A in human form cannot use natural weapons or traits particular to its form, but gains a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability otherwise functions as [i]alter self[/i], except that the does not adjust her ability scores.
135[b]Hypnotic[/b]: The {print: $race} gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell [i]hypnotism[/i] (caster level equal to the {print: $race}'s Hit Dice). The DC of this effect is equal to 11 + the {print: $race}'s Charisma modifier. The effects of the hypnotic gaze only last a single round. {$cha: $cha+2}{$adj: hypnotic}[b]Hypnotic[/b]: The gaze is so intense it stops others in their tracks. Once per day, it can attempt to hypnotize a single target, as per the spell [i]hypnotism[/i] (caster level equal to the 's Hit Dice). The DC of this effect is equal to 11 + the 's Charisma modifier. The effects of the hypnotic gaze only last a single round.
136-137[b]Prehensile Tail[/b]: A {print: $race} has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action. {$dex: $dex+2} {$type: Monstrous Humanoid} [b]Prehensile Tail[/b]: A has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
138-140[b]Insane[/b]: The {print: $race} mind differs greatly from that of a human. What is typical for a {print: $race} would be considered {Morrus(Insanity)} by any human standards. {print: $race} suffer a -2 penalty to diplomacy checks because of this unnerving quality. {$wis: $wis-2}[b]Insane[/b]: The mind differs greatly from that of a human. What is typical for a would be considered homicidal mania by any human standards. suffer a -2 penalty to diplomacy checks because of this unnerving quality.
141-143[b]Slime[/b]: {print: $race} constantly exude a vile slime which coats their body in a glistening, slippery sheen. This gives them a +2 bonus to Escape Artist checks and a +1 deflection bonus to CMD. However, the vile substance does cause a reduction in Charisma. {$cha: $cha-2} {$adj: slimy} {$type: Monstrous Humanoid} [b]Slime[/b]: constantly exude a vile slime which coats their body in a glistening, slippery sheen. This gives them a +2 bonus to Escape Artist checks and a +1 deflection bonus to CMD. However, the vile substance does cause a reduction in Charisma.
144-145[b]Horn[/b]: A single horn in the center of the forehead, much like the mythical unicorn (or, to the less kind, the rhino) forms a natural weapon which can inflict 1d8 damage. {$adj: horned} {$type: Monstrous Humanoid} [b]Horn[/b]: A single horn in the center of the forehead, much like the mythical unicorn (or, to the less kind, the rhino) forms a natural weapon which can inflict 1d8 damage.
146[b]Winged[/b]: {print: $race} have functional wings, which, combined with their brittle, hollow bones gives them a fly speed of 50 (average). {$adj: winged} {$con: $con-2} {$str: $str-2}{$class: avian} {$mv: , Fly 50 ft. (Average)} {$sub: (Avian)} {$type: Monstrous Humanoid} [b]Winged[/b]: have functional wings, which, combined with their brittle, hollow bones gives them a fly speed of 50 (average).
147-148[b]Corpulent[/b]: {print: $race} are incredibly fat and bloated, making them slow and heavy. This corpulence, however, does provide a degree of protection from harm, giving them a +1 armor bonus to AC. {$adj: corpulent} {$dex: -$dex-2} {$speed: 20} {$str: $str+2} {$armbo: 1}{$weight: $weight*2}[b]Corpulent[/b]: are incredibly fat and bloated, making them slow and heavy. This corpulence, however, does provide a degree of protection from harm, giving them a +1 armor bonus to AC.
149-150[b]Acidic Blood[/b]: {print: $race} have acidic blood running through their veins. They have Resist 5 (acid) and once per day can use their own blood as an acid flask [i](1d6 acid damage, critical x2, range 10 ft., splash)[/i] as a swift action. Additionally, if reduced to zero hit points, anybody within 5' of the {print: $race} takes 1d6 acid damage. {$con: $con+2} {$odd: 1} {$adj: acidic} {$type: Monstrous Humanoid} [b]Acidic Blood[/b]: have acidic blood running through their veins. They have Resist 5 (acid) and once per day can use their own blood as an acid flask [i](1d6 acid damage, critical x2, range 10 ft., splash)[/i] as a swift action. Additionally, if reduced to zero hit points, anybody within 5' of the takes 1d6 acid damage.
151-154[b]Screecher[/b]: {print: $race} have evolved with a potent natural defensive sonic attack, able to let loose a screech capable of deafening and stunning nearby creatures. Once per day, they may use [i]sound burst[/i] as the spell (spell resistance does not apply; V component only; caster level equal to half character level). All {print: $race} are immune to the effects of this attack, and also have Resist 5 (sonic). {$adj: screeching}[b]Screecher[/b]: have evolved with a potent natural defensive sonic attack, able to let loose a screech capable of deafening and stunning nearby creatures. Once per day, they may use [i]sound burst[/i] as the spell (spell resistance does not apply; V component only; caster level equal to half character level). All are immune to the effects of this attack, and also have Resist 5 (sonic).
155-159[b]Exoskeleton[/b]: Like many insects, arachnids, and crustaceans, {print: $race} are armored with a heavy exoskeleton. While providing protection in the form of a +2 armor bonus to AC, this chitinous shell does slow movement. {$str: $str+2} {$dex: $dex-2} {$speed: 25} {$armbo: 2} {$adj: armored}{$weight: $weight+100} {$type: Monstrous Humanoid} [b]Exoskeleton[/b]: Like many insects, arachnids, and crustaceans, are armored with a heavy exoskeleton. While providing protection in the form of a +2 armor bonus to AC, this chitinous shell does slow movement.
160-162[b]Antennae[/b]: Sensitive antennae augment the {print: $race}'s senses. {print: $race} have the [i]blindsense[/i] ability with a range of {2d4*10} ft. {$wis: $wis+2}[b]Antennae[/b]: Sensitive antennae augment the 's senses. have the [i]blindsense[/i] ability with a range of 30 ft.
163-164[b]Disjointed:[/b] A skeleton of pliable bones and double joints makes the {print: $race} into excellent contortionists. A {print: $race} can move through an area one-quarter it's size without squeezing, or one-eighth it's size while squeezing. They also get a +2 bonus to Escape Artist checks. {$dex: $dex+2} {$str: $str-2} {$adj: flexible} {$type: Monstrous Humanoid} [b]Disjointed:[/b] A skeleton of pliable bones and double joints makes the into excellent contortionists. A can move through an area one-quarter it's size without squeezing, or one-eighth it's size while squeezing. They also get a +2 bonus to Escape Artist checks.
165[b]Webs[/b]: Like a spider, the {print: $race} can shoot webs to entangle their foes. {print: $race} have the [i]entrap[/i] ability. [i](DC 11+Con bonus; range 20 ft.; standard action; duration 2d4 rounds; hardness 5; hp 10)[i] {$adj: webshooting}[b]Webs[/b]: Like a spider, the can shoot webs to entangle their foes. have the [i]entrap[/i] ability. [i](DC 11+Con bonus; range 20 ft.; standard action; duration 2d4 rounds; hardness 5; hp 10)[i]
166[b]Teleporter[/b]: Some complex biological process seemingly defy the laws of physics. The {print: $race} ability to teleport is one of those things. Once per day, a {print: $race} can choose to teleport away to avoid damage from a successful hit; he must choose to do this before the damage is rolled. The {print: $race} teleports up to 30 ft. to a location within line of sight, and takes no damage (unless the attack is an area effect and the new location is also within that area). {$adj: teleporting} {$odd: 2} {$dex: $dex+2}[b]Teleporter[/b]: Some complex biological process seemingly defy the laws of physics. The ability to teleport is one of those things. Once per day, a can choose to teleport away to avoid damage from a successful hit; he must choose to do this before the damage is rolled. The teleports up to 30 ft. to a location within line of sight, and takes no damage (unless the attack is an area effect and the new location is also within that area).