Archives of Nethys

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Custom Species Builder

Table 2-1: Combat Options

Source Interstellar Species pg. 44
D100NAMEDESCRIPTION
1Breath weaponAs 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.
2EvasiveThis species gains a +1 bonus to AC.
3Exceptional fortitudeThis species gains a +1 bonus to Fortitude saving throws.
4Exceptional willThis species gains a +1 bonus to Will saving throws.
5Exceptional reflexesThis species gains a +1 bonus to Reflex saving throws.
6Extendable limbsThis species’ reach increases by 5 feet.
7Extra featThis species gains an extra combat feat at first level.
8ProjectileThis 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.
9–16Alerting presenceOnce 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.
17–20AmorphousThis species has the amorphous universal creature rule.
21–24Climbing MasterThis species isn’t flat-footed while climbing and can take 10 on Athletics checks to climb even when in combat or immediate danger.
25–28Damage reductionThis 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.
29–32Defensive aspectWhen 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.
33–36Dexterous movementEach time they move their speed, this species can ignore the first square of difficult terrain.
37–40Distracting noiseAs 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.
41–44Elemental affinityWhen 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.
45–56Energy resistanceChoose 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.
57–60Exceptional resilienceThis 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.
61–64Ferocious chargeThis species has the ferocious charge universal creature rule.
65–68FerocityThis species has the ferocity universal creature rule.
69–72FlexibleThis species can move through an area as small as one-half their space without squeezing or one quarter their space when squeezing.
73–76Mighty gripThis species gains a +2 species bonus to grapple combat maneuvers and Athletics checks to climb.
77–80MultiarmedThis species gains the multiarmed (4) universal creature rule.
81–84Natural weaponsThis species has the natural weapons universal creature rule, with a kinetic damage type chosen when you choose this option.
85–88ShelteringThis species increases the bonuses to AC and Reflex saves granted by partial cover, cover, and improved cover by 1.
89–92SpeedyOne of this species’ speeds increases by 10 feet, chosen when you choose this option.
93–96SturdyThis species gains a +4 bonus to AC against bull rush, disarm, reposition, and trip combat maneuvers.
97–100Warding spinesThis 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.