Hybrid FeatsThese feats allow you to alter your race, taking on the traits of another.
Hybrid Body [General]Prerequisites: Hybrid Infusion.
Benefit: You become an amalgam of your original race and the race whose essence you infuse yourself with. Choose a race for which you have the Hybrid Infusion feat. You become a hybrid of both races, using your original race as your primary race and your infused race as your secondary race.
Special: You can select this feat multiple times. Each time, choose a different race for which you have the Hybrid Infusion feat.
Hybrid Infusion [General]Prerequisites: See text.
Benefit: By infusing yourself with the essence of another creature, you take on some of its power. Choose a race with no more than 1 racial hit die and a level adjustment of +0 or less. You gain a single racial trait of your choice that members of that race normally possess. You may not select ability score modifiers, creature type or subtype, or bonus feats, nor can you select racial traits granted by the race's type, subtype, or nonability scores. Additionally, you count as a member of both your original race and the chosen race when interacting with spells and magic items, and for the purpose of selecting racial feats.
Special: If the race you choose grant a bonus to one or more ability score, you must have at least a 13 in that ability score. For example, to infuse yourself with the essence of a Dwarf, you must have a Constitution score of at least 13.
Special: You can select this feat multiple times. Each time, choose a different race.
Example HybridsHybrid Dwarf/Elf (Dwelf)
Dwelf Racial Traits- +2 Dex, -2 Cha
- Medium Humanoid: Dwelves are medium humanoids and have no special bonuses or penalties due to their size or type.
- Base Speed 25 feet. However, Dwelves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
- Darkvision: Dwelves have darkvision out to a range of 60 feet.
- Low-Light Vision: A Dwelf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Stability: A Dwelf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
- Stonecunning: A Dwelf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Dwelf can use the Search skill to find stonework traps as a rogue can. A Dwelf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
- Weapon Familiarity: Dwelves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
- Weapon Proficiency: Dwelves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against spells and spell-like effects.
- +2 racial bonus on saving throws against poison.
- +1 racial bonus on attack rolls against orcs and goblinoids.
- +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
- +2 racial bonus on Appraise checks that are related to stone or metal items.
- +2 racial bonus on Craft checks that are related to stone or metal.
- +2 racial bonus on Listen, Search, and Spot checks. A Dwelf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- A Dwelf does not suffer the normal -2 penalty on her Disguise check when disguising herself as a dwarf or an elf.
- Favored Class: Fighter and Wizard. When determining whether a multiclass Dwelf takes an experience point penalty, the highest-level of his or her Fighter and Wizard classes does not count.
- Automatic Languages: Common and Dwarven.
- Bonus Languages: Draconic, Elven, Giant, Gnoll, Gnome, Goblin, Orc, Sylvan, Terran, and Undercommon.
- Level Adjustment: +0 (+1 if taken as a template)
Hybrid Barghest/Succubus (Barghus)
Barghus Racial Traits- -2 Con, +2 Cha
- Medium Outsider: Barghi are medium outsiders and have no special bonuses or penalties due to their size. They are unaffected by spells and abilities that only target humanoids.
- Shapechanger Subtype: Barghi have the shapechanger subtype.
- Base Speed 30 feet
- Bite: Barghi have a bite attack that deals 1d6 damage.
- Claws: Barghi have two claws that deal 1d4 damage each.
- Racial +4 bonus to Listen and Spot Checks. This increases to a +8 bonus once the Barghus has 8 HD.
- A Barghus does not suffer the normal -2 penalty on her Disguise check when disguising herself as a Barghest or a Succubus.
- Favored Class: Barghest and Succubus.
- Automatic Languages: Common, Abyssal, Celestial and Draconic.
- Bonus Languages: Any.
- Level Adjustment: +0 (+1 if taken as a template)