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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

Core Races 1

traits, ref lecting the grace and uncanny ref lexes of that

race. To take one of these alternate racial traits, you must

exchange one or more of the existing standard racial traits

available to the race. You can exchange one or several of the

standard racial traits, but you cannot exchange the same

racial trait more than once. For example, an elf who takes

the f leet-footed racial trait cannot take the urbanite racial

trait, because the latter trait also replaces keen senses.

Racial Subtypes: This section presents a number of

select racial subtypes for each of the core races. Racial

subtypes give a brief description of what makes the subrace

different and presents a suite of alternate racial traits that

subrace gains instead of the race’s standard racial traits.

Favored Class Options: These rules allow each race to

take alternate rewards when a member of that race gains

a level in her favored class. Each of these replaces the

normal reward for having a level in a favored class—either

gaining 1 extra hit point or 1 extra skill rank each time

a member of the race takes a level in that class. Unlike

those general rewards, the alternate favored class options

usually speak directly to the features and options of the

class in question. Most of them are plays on the f lavor

of the race, such as a gnome’s curiosity about alchemical

devices or a half ling’s innate luck.

When choosing one of these favored class options, the

reward is gained on a level-by-level basis. Unless otherwise

noted, these benefits always stack with themselves. For

example, a halfling fighter adds +1 to his CMD when resisting

a trip or a grapple each time he gains a level; choosing this

benefit twice increases the bonus to a total of +2, choosing it

10 times increases the bonus to a total of +10, and so on.

In other cases, these rewards may have a fixed numerical

limit, after which selecting such a favored class reward

again has no effect. In these cases you can always select the

standard reward for taking a level in a favored class.

Some of these alternate class rewards only add +1/2, +1/3,

+1/4, or +1/6 on a roll (rather than +1) each time the reward

is selected. When applying this type of result to a die roll,

always round down (minimum 0). For example, a half-orc

with gunslinger as her favored class adds a +1/4 bonus on

attack rolls and a +1/2 bonus on damage rolls when using

the pistol whip deed each time she selects that favored

class bonus, though this means the net effect is +0 on each

after selecting it once (because both +1/4 and +1/2 rounds

down to 0). After 20 levels, this benefit gives the half-orc a

+5 bonus on attack rolls and a +10 bonus on damage rolls

when using the pistol whip deed (in addition to the base

value from being a 20th-level gunslinger).

RACIAL ARCHETYPES

This section presents two archetypes for each of the

expanded races. Sometimes, an entry in this section

presents a new cavalier order or sorcerer bloodline instead

of an archetype. Typically, only members of the section’s

race can take the listed archetype, bloodline, or order,

though such options rarely interact with the racial traits

or alternate racial traits of that race. An archetype usually

features a thematic link to the race, granting it class

features that complement the abilities and the background

of the race. Because adventurers are often societal outliers,

sometimes these archetypes feature a theme that is the

exception to the norm for racial tendencies. The following

is a list of all the archetypes featured in this chapter,

listed by race. The class for each archetype is listed in

parentheses. If the option is a sorcerer bloodline instead

of an archetype, this is also called out in parentheses.

Dwarves: Exarch (inquisitor), forgemaster (cleric),

stonelord (paladin).

Elves: Ancient lorekeeper (oracle), spell dancer (magus),

spellbinder (wizard), treesinger (druid).

Gnomes: Experimental gunsmith (gunslinger),

prankster (bard), saboteur (alchemist).

Half-Elves: Bramble brewer (alchemist), bonded witch

(witch), wild caller (summoner), wild shadow (ranger).

Half-Orcs: Blood god disciple (summoner), hateful rager

(barbarian), redeemer (paladin), skulking slayer (rogue).

Halflings: Community guardian (oracle), filcher

(rogue), order of the paw (cavalier), underfoot adept (monk).

Humans: Buccaneer (gunslinger), feral child (druid),

imperious bloodline (sorcerer), wanderer (monk).

NEW RACIAL RULES

The final section of each race entry provides new rules

options for the race other than archetypes. The new racial

rules are split up into four sections, each described below.

Equipment: The equipment section for each race

provides new rules for standard and alchemical

equipment available to the race. Often such equipment is

available on the open market and members of other races

can purchase it, but many times, especially in the case of

alchemical equipment, it has no effect, lesser effects, or

even detrimental effects on members of other races.

Feats: This section provides new racial feats for members

of this race. These feats often play off a particular theme

of the race and in many cases expand or empower racial

traits of that race. All of these feats have the race in their

prerequisites, so members of other races cannot take them.

Magic Items: Magic items provided in this section are

often created and used exclusively by members of the race.

Some have effects that interact with racial traits, but others

have broader uses, and can be used by members of other races.

Spells: The spells in this section are common to

spellcasting members of the race. Sometimes they only

target members of the race, but often they are just the

race’s well guarded secrets; members of other races can

learn to cast them with GM permission.

9

paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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