D100 | NAME | DESCRIPTION |
1 | Breath weapon | As a standard action, this species can breathe a 30-foot cone that deals 1d6 energy damage, of an energy type chosen when you choose this ability. At 3rd level, add 1-1/2 × character level to the damage. A creature in the cone can attempt a Reflex save for half damage (DC = 10 + half the species’ character level + their Constitution modifier). This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. |
2 | Evasive | This species gains a +1 bonus to AC. |
3 | Exceptional fortitude | This species gains a +1 bonus to Fortitude saving throws. |
4 | Exceptional will | This species gains a +1 bonus to Will saving throws. |
5 | Exceptional reflexes | This species gains a +1 bonus to Reflex saving throws. |
6 | Extendable limbs | This species’ reach increases by 5 feet. |
7 | Extra feat | This species gains an extra combat feat at first level. |
8 | Projectile | This species can generate and launch a projectile from its body as a ranged attack that targets KAC and deals 1d6 damage; choose whether this is bludgeoning, piercing, or slashing damage when you choose the ability. At 3rd level, add the character level to the damage. Increase the damage by 1d6 at 6th level and every 3 levels thereafter. This species can’t use this ability again until they’ve spent a Resolve Point to recover Stamina Points after a 10-minute rest. |
9–16 | Alerting presence | Once per day at the beginning of a combat in which it isn’t surprised, this species can grant allies within 50 feet who can hear it a +4 morale bonus to their initiative checks for that combat. |
17–20 | Amorphous | This species has the amorphous universal creature rule. |
21–24 | Climbing Master | This species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger. |
25–28 | Damage reduction | This species gains damage reduction equal to their base attack bonus. Choose two of the following: bludgeoning, piercing, or slashing. The DR can be overcome by the two chosen damage types. |
29–32 | Defensive aspect | When this species takes the total defense action, they gain a +6 bonus to their Armor Class instead of the normal +4 bonus, and they also gain the unflankable universal creature rule until the start of their next turn. |
33–36 | Dexterous movement | Each time they move their speed, this species can ignore the first square of difficult terrain. |
37–40 | Distracting noise | As a standard action, this species can use its physiology to create a noise. All creatures within 15 feet that can hear must attempt a Will saving throw (DC = 10 + half the species’ character level + their Wisdom modifier) or gain the off-target condition for 1 round. This is a mind-affecting, sense-dependent ability. |
41–44 | Elemental affinity | When this species makes a melee attack, it can change half the damage of that attack to an energy type (acid, cold, electricity, fire, or sonic) chosen when you choose this ability. |
45–56 | Energy resistance | Choose acid, cold, electricity, fire, or sonic. This species has resistance 5 to that energy type, and this can stack with one other form of energy resistance. You can gain this ability multiple times, choosing a different energy type each time. |
57–60 | Exceptional resilience | This species gains a +2 bonus to saving throws against either mind-affecting effects or up to three of the following types of effects, chosen when you choose this ability: bleed, charm, death, enchantment, fear, illusion, paralysis, poison, polymorph, sleep, and stunning. |
61–64 | Ferocious charge | This species has the ferocious charge universal creature rule. |
65–68 | Ferocity | This species has the ferocity universal creature rule. |
69–72 | Flexible | This species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing. |
73–76 | Mighty grip | This species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb. |
77–80 | Multiarmed | This species gains the multiarmed (4) universal creature rule. |
81–84 | Natural weapons | This species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option. |
85–88 | Sheltering | This species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1. |
89–92 | Speedy | One of this species’ speeds increases by 10 feet, chosen when you choose this option. |
93–96 | Sturdy | This species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers. |
97–100 | Warding spines | This species bristles with thorns, quills, or spikes. A creature attacking the species with a natural weapon or unarmed strike takes 1d4 piercing damage; as a reaction, the species can thrash and add its character level to the damage dealt. |
D100 NAME DESCRIPTION |
1 | Change shape | As a standard action, a member of this species can assume the appearance of a specific creature of their size. They gain a +10 bonus to Disguise checks to appear as that creature. This ability otherwise functions as disguise self, except the creature can remain in this form indefinitely. The individual chooses their shape change identity at character creation, and a species might be limited to only specific creature categories (such as a Medium humanoid). |
2 | Easily Augmented | This species can install an additional augmentation into one system that already has an augmentation. |
3 | Second chance | Choose a saving throw or two skills. Once per day when this species fails a save or skill check of the chosen type, they can reroll it and use the second result. |
4 | Sense through | This species has the sense through (vision) universal creature rule; this can sense through only one of the following materials, chosen when you choose this ability: smoke, stone, metal, or wood. |
5 | Skill specialization | This species gains a +2 bonus to checks with one or two skills, chosen when you choose this ability. |
6 | Skilled | This species gains an addition skill rank at 1st level and each level thereafter. |
7 | Spellcasting | Choose one 1st-level spell and two 0-level spells from a class’s spell list. This species can cast the 1st-level spell once per day as a spell-like ability and can cast the 0-level spells as at will spell-like abilities. These spells’ caster level is equal to character level. |
8 | Telepathy | This species has telepathy with a range of 30 feet. |
9–15 | Aerobatic | This species gains a +2 bonus to Acrobatics checks and, if able to fly, improves its maneuverability by one step. |
16–23 | Camouflaged | This species gains a +3 bonus to Stealth checks when in a specific biome, chosen when you choose this ability: aquatic, arctic, desert, forest, marsh, mountain, plains, subterranean, urban. |
24–31 | Carrier | This species increases its carrying capacity by 50%. |
32–39 | Collective | This species gains a +2 bonus to skill checks for the aid another action. A creature using the aid another action to assist this species’ skill check gains a +2 bonus to their check. |
40–47 | Communicator | Choose one of the following: comprehend languages, mindlink, or share language. This species can cast the chosen spell as a spelllike ability once per day, using character level as the caster level. |
48–55 | Eclectic Knowledge | This species chooses two skills at character creation and adds those to their list of class skills. |
56–63 | Jumper | This species halves the DC of Athletics checks to jump. |
64–71 | Limited telepathy | This species has limited telepathy with a range of 60 feet. |
72–79 | Multicultural | This species learns an additional language for every even-numbered rank gained in the Culture skill. |
80–86 | No breath | This species has the no breath universal creature rule. |
87–93 | Photosynthesis | This species can undergo photosynthesis to gain nutrition instead of eating. The species can go without light for 3 days, after which they must attempt Constitution checks to avoid starvation. |
94–100 | Rapid recovery | Once per day, when this species takes a 10-minute rest to regain Stamina Points, they can additionally recover Hit Points as though they’d taken a full night’s rest. |
D12 | TYPE | DESCRIPTION |
1 | Aberration | A creature with biology that defies reason. |
2 | Animal or vermin | A creature with relatively straightforward (Earth-like) biology. |
3 | Construct | A magically animated object or artificially constructed creature that attracts a soul. |
4 | Dragon | A reptilian creature, usually winged, often with magical or otherwise unusual abilities. |
5 | Fey | A creature with supernatural abilities and connections to nature or to some other force or place. |
6 | Humanoid | A creature that generally has a humanlike torso, two (or sometimes more) arms, two legs, and one head. |
7 | Magical beast | An animallike creature with supernatural or magical abilities. |
8 | Monstrous humanoid | A creature similar to a humanoid but with monstrous or animalistic features. |
9 | Ooze | An amorphous or otherwise mutable creature. |
10 | Outsider | A creature at least partially composed of the essence (but not necessarily the material) of a plane other than the Material Plane. |
11 | Plant | A creature that’s a plant with a magical, supernatural, or technological source of sentience. |
12 | Undead | A once-living creature (likely formerly one of the above creature types) animated by magic or advanced technological forces. |
D10 | NAME | DESCRIPTION |
1 | Dual nature | Choose a creature type. For effects targeting creatures by type, this species counts as its creature type and as the chosen creature type (whichever type allows an ability to affect them for abilities that affect only one type, and whichever is worse for abilities that affect both types). |
2 | Light blindness | This species has the light blindness universal creature rule. |
3 | Limited augmentation | One of this species’ normal systems for augmentations, chosen when you choose this weakness, can’t hold an augmentation. |
4 | Psychic sensitivity | This species takes a –1 penalty to saving throws against mind-affecting effects and takes +1 damage per damage die from mind-affecting spells, weapons, and other effects. |
5 | Susceptible to acid | When this species takes acid damage, it takes ongoing acid damage equal to its level as if affected by a weapon with the corrode critical hit effect (Fortitude negates). |
6 | Susceptible to cold | When this species takes cold damage, it becomes fatigued for 1 round (Fortitude negates); this doesn’t cause an already fatigued character to become exhausted. |
7 | Susceptible to electricity | When this species takes electricity damage, it becomes staggered for 1 round (Fortitude negates). |
8 | Susceptible to fire | When this species takes fire damage, it gains the burning condition that deals damage equal to its level (Fortitude negates). |
9 | Susceptible to sonic | When this species takes sonic damage, it is deafened for 1d4 rounds and has a 10% chance of also being stunned for 1 round (Fortitude negates both effects). |
10 | Uncommon allergy | Choose a material like silver or saltwater. Contact with at least a handful of the material deals 1d6 damage per round to this species. This effect is negated by the environmental protections built into most armor. |