[Pathfinder] beastisrfrt

26.01.2021 Views

651044222405222240526510446510442224052paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Featured Races 2day. Those minutes need not be consecutive, and the 1 minuteit takes to activate the lambent window does not count againstthis limit.A person holding an active lambent window can use it as aspecial focus when casting plane shift or using plane shift asa spell-like ability to reach the specific location shown in themirror, rather than 5–500 miles from the bearer’s intendeddestination.CONSTRUCTIONRequirements Craft Wondrous Item, plane shift, scrying; Cost10,000 gpLANTERN OF DANCING SHADOWSAura moderate transmutation; CL 6thSlot none; Price 41,000 gp; Weight 2 lbs.DESCRIPTIONThis small lantern is made of thin, nearly transparent paperand black iron. The lantern burns for 6 hours on 1 pint ofoil. The lantern’s light causes the illumination level in a 30-foot radius to move one step toward dim light, from brightlight to normal light, from normal light to dim light, or fromdarkness to dim light. The lantern has no effect in an areathat is already in dim light. Nonmagical sources of light, suchas torches and lanterns, do not increase the light level in thelantern’s area. Magical light or darkness only change the lightlevel in the lantern’s area if they have a higher caster level thanthe lantern.Once per day, the lit lantern of dancing shadows can becommanded to create quasi-real illusions from the shadowscast by its light, as the shadow conjuration spell. In addition,once per day, the lantern can be commanded to solidifyshadows for a short period of time. These solidified shadowscause incorporeal creatures within the lantern’s illuminationradius (30 feet) to coalesce into semi-physical forms, as themass ghostbane dirge spell (Advanced Player’s Guide 225).CONSTRUCTIONRequirements Craft Wondrous Item, darkness, mass ghostbanedirge, shadow conjuration; Cost 20,500 gpFetchling SpellsFetchlings have access to the following spells.GLOOMBLIND BOLTSSchool conjuration (creation) [shadow]; Level magus 3,sorcerer/wizard 3, witch 3Casting Time 1 standard actionComponents V, SRange medium (100 ft. + 10 ft./level)Effect one or more bolts of energyDuration instantaneousSaving Throw Reflex negates; see text; Spell Resistance yesYou create one or more bolts of negative energy infused withshadow pulled from the Shadow Plane. You can fire one bolt,plus one for every four levels beyond 5th (to a maximumof three bolts at 13th level) at the same or different targets,but all bolts must be aimed at targets within 30 feet of eachother and require a ranged touch attack to hit. Each boltdeals 4d6 points of damage to a living creature or heals 4d6points of damage to an undead creature. Furthermore, thebolt’s energy spreads over the skin of creature, possiblyblinding it for a short time. Any creature struck by a boltmust succeed at a Reflex saving throw or become blinded for1 round.SHADOWY HAVENSchool transmutation; Level sorcerer/wizard 4Casting Time 1 standard actionComponents V, S, M (a small black silk bag)Range touchTarget one 5-foot square of floor touchedDuration 2 hours/level (D)Saving Throw none; Spell Resistance noThis spell functions like rope trick, except the point of entry isthrough a 5-foot-square instead of a rope. The space holds asmany as 10 creatures of any size.When this spell is cast upon a 5-foot-square part of a wall,it creates an extradimensional space adjacent to the Plane ofShadow. Creatures in the extradimensional space are hiddenbeyond the reach of spells (including divinations) unless thosespells work across planes. The space holds as many as 10creatures (of any size). The entrance to the extradimensionalspace remains visible as an area that is darker than theambient illumination.Spells cannot be cast across the extradimensional interface,nor can area effects cross it. Those in the extradimensionalspace can see out of it as if a 5-foot-by-5-foot door or windowwere centered on the affected surface. The window is invisible(though it is within the shadowed entrance to the spell,which is visible), and even creatures that can see the windowfrom the outside can’t see through it. Anything inside theextradimensional space is ejected when the spell ends. Only onecreature may enter or exit the extradimensional space at a time.The entrance is only open when the area around it is indim light. Any other level of light (brighter or darker) closesthe entrance, trapping creatures inside the extradimensionalspace. If the entrance is closed when the spell expires, there isa 50% chance that creatures in it are ejected into the ShadowPlane instead of the location of the entrance. If this occurs, thecreatures appear on the Shadow Plane 1d10 miles in a randomdirection from their corresponding location on the MaterialPlane. The spell has no effect if cast on a plane that is notadjacent to the Shadow Plane.Because the extradimensional space is adjacent to theShadow Plane, any shadow walk spell or similar effect thatallows travel to the Shadow Plane is more accurate, reducingthe distance creatures arrive off-target by half.113paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65104522240532224053paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126510456510452224053GoblinsGoblins are a race of childlike creatures with a destructiveand voracious nature that makes them almost universallydespised. Weak and cowardly, goblins are frequentlymanipulated or enslaved by stronger creatures that needdestructive, disposable foot soldiers. Those goblins thatrely on their own wits to survive live on the fringes ofsociety and feed on refuse and the weaker members of morecivilized races. Most other races view them as virulentparasites that have proved impossible to exterminate.Goblins can eat nearly anything, but prefer a diet ofmeat and consider the f lesh of humans and gnomes arare and difficult-to-obtain delicacy. While they fear thebigger races, goblins’ short memories and bottomlessappetites mean they frequently go to war or execute raidsagainst other races to sate their pernicious urges and filltheir vast larders.Physical Description: Goblins are short, ugly humanoidsthat stand just over 3 feet tall. Their scrawny bodies aretopped with oversized and usually hairless heads withmassive ears and beady red or occasionally yellow eyes.Goblins’ skin tone varies based on the surroundingenvironment; common skin tones include green, gray, andblue, though black and even pale white goblins have beensighted. Their voracious appetites are served well by theirhuge mouths filled with jagged teeth.Society: Violent but fecund, goblins exist in primitivetribal structures with constant shifts in power. Rarely ableto sustain their own needs through farming or huntingand gathering, goblin tribes live where food is abundantor near places that they can steal it from. Since they areincapable of building significant fortifications and havebeen driven out of most easily accessible locations, goblinstend to live in unpleasant and remote locations, andtheir poor building and planning skills ensure that theydwell primarily in crude caves, ramshackle villages, andabandoned structures. Few goblins are good with tools orskilled at farming, and the rare items of any value that theypossess are usually cast-off implements from humans orother civilized cultures.Goblins’ appetites and poor planning lead to small tribesdominated by the strongest warriors. Even the hardiestgoblin leaders quickly find out that their survival dependson conducting frequent raids to secure sources of food andkill off the more aggressive youth of the tribe. Both goblinmen and women are ugly and vicious, and both sexes arejust as likely to rise to positions of power in a tribe.Goblin babies are almost completely self-sufficientnot long after birth, and such infants are treated almostlike pets. Many tribes raise their children communallyin cages or pens where adults can largely ignore them.Mortality is high among young goblins, and when theadults fail to feed them or food runs low, youths learnat an early age that cannibalism is sometimes the bestmeans of survival in a goblin tribe.Relations: Goblins tend to view other beings as sourcesof food, which makes for poor relations with mostcivilized races. Goblins often survive on the fringes ofhuman civilization, preying on weak or lost travelersand occasionally raiding small settlements to fuel theirvoracious appetites. They have a special animosity towardgnomes, and celebrate the capturing or killing of suchvictims with a feast. Of the most common races, halforcsare the most tolerant of goblins, sharing a similarancestry and experiencing the same hatred within manysocieties. Goblins are mostly unaware of half-orcs’sympathy, however, and avoid them because they arelarger, meaner, and less f lavorful than other humanoids.Alignment and Religion: Goblins are greedy, capricious,and destructive by nature, and thus most are neutral orchaotic evil. When they bother to worship, goblins followthe goddess Lamashtu and to a lesser extent the fourbarghest hero-gods, Hadregash, Venkelvore, Zarongel,and Zogmugot.Adventurers: Goblin adventurers are usually curiousand inclined to explore the world, though they are oftenkilled off by their own foolish misdeeds or hunted down fortheir random acts of destruction. Their pernicious naturemakes interacting with civilized races almost impossible,so goblins tend to adventure on the fringes of civilizationor in the wilds. Adventurous individuals who survive longenough often ride goblin dogs or other exotic mounts, andfocus on archery to avoid close confrontation with largerenemies. Goblin spellcasters prefer fire magic and bombsover almost all other methods of spreading mayhem.Male Names: Boorgub, Gogmurch, Rotfoot, Zobmaggle.Female Names: Geedra, Goomluga, Hoglob, Luckums.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting goblin racial traits. Consult your GM beforeselecting any of these new options.Cave Crawler: Some goblins are born and raised in cavesand rarely see the light of day. Goblins with this trait gaina climb speed of 10 feet and the +8 racial bonus on Climbchecks associated with having a climb speed. Goblins withthis racial trait have a base speed of 20 feet and lose the fastmovement racial trait.City Scavenger: Goblins who live within the boundariesof human cities survive by scavenging for refuse andhunting stray animals. Goblins with this trait gain a +2racial bonus on Perception and Survival checks, and canuse Survival to forage for food while in a city. This racialtrait replaces skilled.114paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

651044

2224052

2224052

651044

651044

2224052

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

Featured Races 2

day. Those minutes need not be consecutive, and the 1 minute

it takes to activate the lambent window does not count against

this limit.

A person holding an active lambent window can use it as a

special focus when casting plane shift or using plane shift as

a spell-like ability to reach the specific location shown in the

mirror, rather than 5–500 miles from the bearer’s intended

destination.

CONSTRUCTION

Requirements Craft Wondrous Item, plane shift, scrying; Cost

10,000 gp

LANTERN OF DANCING SHADOWS

Aura moderate transmutation; CL 6th

Slot none; Price 41,000 gp; Weight 2 lbs.

DESCRIPTION

This small lantern is made of thin, nearly transparent paper

and black iron. The lantern burns for 6 hours on 1 pint of

oil. The lantern’s light causes the illumination level in a 30-

foot radius to move one step toward dim light, from bright

light to normal light, from normal light to dim light, or from

darkness to dim light. The lantern has no effect in an area

that is already in dim light. Nonmagical sources of light, such

as torches and lanterns, do not increase the light level in the

lantern’s area. Magical light or darkness only change the light

level in the lantern’s area if they have a higher caster level than

the lantern.

Once per day, the lit lantern of dancing shadows can be

commanded to create quasi-real illusions from the shadows

cast by its light, as the shadow conjuration spell. In addition,

once per day, the lantern can be commanded to solidify

shadows for a short period of time. These solidified shadows

cause incorporeal creatures within the lantern’s illumination

radius (30 feet) to coalesce into semi-physical forms, as the

mass ghostbane dirge spell (Advanced Player’s Guide 225).

CONSTRUCTION

Requirements Craft Wondrous Item, darkness, mass ghostbane

dirge, shadow conjuration; Cost 20,500 gp

Fetchling Spells

Fetchlings have access to the following spells.

GLOOMBLIND BOLTS

School conjuration (creation) [shadow]; Level magus 3,

sorcerer/wizard 3, witch 3

Casting Time 1 standard action

Components V, S

Range medium (100 ft. + 10 ft./level)

Effect one or more bolts of energy

Duration instantaneous

Saving Throw Reflex negates; see text; Spell Resistance yes

You create one or more bolts of negative energy infused with

shadow pulled from the Shadow Plane. You can fire one bolt,

plus one for every four levels beyond 5th (to a maximum

of three bolts at 13th level) at the same or different targets,

but all bolts must be aimed at targets within 30 feet of each

other and require a ranged touch attack to hit. Each bolt

deals 4d6 points of damage to a living creature or heals 4d6

points of damage to an undead creature. Furthermore, the

bolt’s energy spreads over the skin of creature, possibly

blinding it for a short time. Any creature struck by a bolt

must succeed at a Reflex saving throw or become blinded for

1 round.

SHADOWY HAVEN

School transmutation; Level sorcerer/wizard 4

Casting Time 1 standard action

Components V, S, M (a small black silk bag)

Range touch

Target one 5-foot square of floor touched

Duration 2 hours/level (D)

Saving Throw none; Spell Resistance no

This spell functions like rope trick, except the point of entry is

through a 5-foot-square instead of a rope. The space holds as

many as 10 creatures of any size.

When this spell is cast upon a 5-foot-square part of a wall,

it creates an extradimensional space adjacent to the Plane of

Shadow. Creatures in the extradimensional space are hidden

beyond the reach of spells (including divinations) unless those

spells work across planes. The space holds as many as 10

creatures (of any size). The entrance to the extradimensional

space remains visible as an area that is darker than the

ambient illumination.

Spells cannot be cast across the extradimensional interface,

nor can area effects cross it. Those in the extradimensional

space can see out of it as if a 5-foot-by-5-foot door or window

were centered on the affected surface. The window is invisible

(though it is within the shadowed entrance to the spell,

which is visible), and even creatures that can see the window

from the outside can’t see through it. Anything inside the

extradimensional space is ejected when the spell ends. Only one

creature may enter or exit the extradimensional space at a time.

The entrance is only open when the area around it is in

dim light. Any other level of light (brighter or darker) closes

the entrance, trapping creatures inside the extradimensional

space. If the entrance is closed when the spell expires, there is

a 50% chance that creatures in it are ejected into the Shadow

Plane instead of the location of the entrance. If this occurs, the

creatures appear on the Shadow Plane 1d10 miles in a random

direction from their corresponding location on the Material

Plane. The spell has no effect if cast on a plane that is not

adjacent to the Shadow Plane.

Because the extradimensional space is adjacent to the

Shadow Plane, any shadow walk spell or similar effect that

allows travel to the Shadow Plane is more accurate, reducing

the distance creatures arrive off-target by half.

113

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

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!