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→Racial Traits
* Explosion ([[Su]]): Whenever a prinny takes fall damage, it explodes, dealing the fall damage it took outward in a 10 ft. radius as force damage. This, of course, does not save the prinny any but it may injure an opponent. Opponents get a Reflex save for half damage, DC 10 + 1/2 HD + the prinny's [[Con]] modifier. At 10 HD, a prinny may also choose to explode upon death in a 10 ft. radius for 1d6 damage per HD of the prinny.
* Flurry ([[Ex]]): If a prinny is wearing light or no armor, they may flurry as a 1st level [[monk]] with daggers, kukris, scimitars, and any light dagger-like weapons. If a prinny takes levels in monk, they are considered a monk of their level + 4 for determining the number of attacks from flurry of blows.
*Living Construct Traits: Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures. Unlike other constructs, a living construct does not have low-light vision or darkvision, and is not immune to mind-influencing effects. They have immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain. A living construct cannot heal damage naturally, they are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. Unlike other constructs, a living construct can use the run action. Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, however, spells from the healing subschool provide only half effect to a living construct. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert, but automatically stable. He can be raised or resurrected, he does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions. A living construct must stlll rest for 8 hours before preparing spells
* Prinny Bag ([[Su]]): The bag a prinny carried upon his front has magical properties. Although no larger in storage space than a backpack, any item placed inside weighs only half as much as normal, allowing the physically weak prinny to carry much more. A prinny may later enhance their bag as a handy haversack or back of holding, and they recieve a 25% discount on its cost for doing so, but only for the bag attached to their body. Many prinnies store daggers and explosives in their bag.
* Prinnies gain a +2 racial bonus to Craft Alchemy checks and Tumble checks.
* Weapon Proficiency: Prinnies receive the [[SRD:Martial Weapon Proficiency|Martial Weapon Proficiency]] feats for the light hammer, kukri, sap, and scimitar as bonus feats.
* [[SRD:Automatic Languages|Automatic Languages]]: Common and one planar language (Celestial, Infernal, or Abyssal).
* [[SRD:Bonus Languages|Bonus Languages]]: Aquan, Auran, Draconic, Goblin, Gnoll, Ignan, Orc, Terran, and Undercommon.