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