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[Pathfinder] beastisrfrt

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

Core Races 1

Racial Subtypes

You can combine various alternate racial traits to create

dwarven subraces or variant races, such as the following.

Deep Delver: Dwarves living far below the earth

have the minesight and deep warrior racial traits. Deep

delver spellcasters may exchange stonecunning for the

stonesinger trait.

Elder Dwarf: Traditionalist dwarves of ancient lineage

have the ancient enmity, lorekeeper, and either the magic

resistant or stubborn racial traits.

Exiled Dwarf: Dwarves who have lost their homelands

usually have the relentless and stubborn racial traits, and

often have wyrmscourged as well.

Mountain Dwarf: Dwarves living atop high peaks have

the mountaineer racial trait and often surface survivalist

as well. Mountain dwarves are also trained to defend their

homes, and may take the sky sentinel and xenophobic

traits instead.

Favored Class Options

Instead of receiving an additional skill rank or hit point

whenever they gain a level in a favored class, dwarves

have the option of choosing from a number of other

bonuses, depending upon the character’s favored class.

The following options are available to all dwarves who

have the listed favored class, and unless otherwise stated,

the bonus applies each time you select the listed favored

class reward.

Alchemist: Add +1/4 to the alchemist’s natural armor

bonus when using his mutagen.

Barbarian: Add +1 to the barbarian’s total number of

rage rounds per day.

Bard: Reduce arcane spell failure chance for casting

bard spells when wearing medium armor by +1%. Once the

total reaches 10%, the bard also receives Medium Armor

Proficiency, if he does not already possess it.

Cavalier: Add +1/2 to the cavalier’s bonus to damage

against targets of his challenge.

Cleric: Select one domain power granted at 1st level

that is normally usable a number of times per day equal to

3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to

the number of uses per day of that domain power.

Druid: Select one domain power granted at 1st level

that is normally usable a number of times per day equal to

3 + the druid’s Wisdom modifier. The druid adds +1/2 to

the number of uses per day of that domain power.

Fighter: Add +1 to the fighter’s CMD when resisting a

bull rush or trip.

Gunslinger: Reduce the misfire chance for one type of

firearm by 1/4. You cannot reduce the misfire chance of a

firearm below 1.

Inquisitor: Add +1/2 to the inquisitor’s level for the

purpose of determining the effects of one type of judgment.

Magus: Select one known magus arcana usable only once

per day. The magus adds +1/6 to the number of times it can

be used per day. Once that magus arcana is usable twice per

day, the magus must select a different magus arcana.

Monk: Reduce the Hardness of any object made of clay,

stone, or metal by 1 whenever the object is struck by the

monk’s unarmed strike (minimum of 0).

Oracle: Reduce the penalty for not being proficient

with one weapon by 1. When the nonproficiency penalty

for a weapon becomes 0 because of this ability, the oracle

is treated as having the appropriate Martial or Exotic

Weapon Proficiency feat with that weapon.

Paladin: Add a +1 bonus on concentration checks when

casting paladin spells.

Ranger: Add a +1/2 bonus on wild empathy checks to

influence animals and magical beasts that live underground.

Rogue: Add a +1/2 bonus on Disable Device checks

regarding stone traps and a +1/2 bonus to trap sense

regarding stone traps.

Sorcerer: Add +1/2 to acid and earth spell or spell-like

ability damage.

Summoner: Add a +1/4 natural armor bonus to the AC of

the summoner’s eidolon.

Witch: Add +1/4 natural armor bonus to the AC of the

witch’s familiar.

Wizard: Select one item creation feat known by the

wizard. Whenever he crafts an item using that feat, the

amount of progress he makes in an 8-hour period increases

by 200 gp (50 gp if crafting while adventuring). This does

not reduce the cost of the item; it just increases the rate at

which the item is crafted.

RACIAL ARCHETYPES

The following racial archetypes are available to dwarves.

Exarch (Inquisitor)

The gruff traditionalism of most dwarves finds its apex

in those who adhere to a strict orthodoxy rooted in

ancient principles and practices and who are not amenable

whatsoever to change or innovation.

Spells: Exarchs cannot cast spells with the chaotic

descriptor.

Inflexible Will (Ex): At 1st level, an exarch gains a

+2 bonus on saving throws against confusion and insanity

effects and effects with the chaotic descriptor. This ability

replaces monster lore.

Detect Chaos (Sp): At will, an exarch can use detect chaos.

This ability replaces detect alignment.

Fearsome Jurist (Su): At 5th level, an exarch can imbue

one of her weapons with the jurist or menacing weapon

special ability as a swift action, and may switch between

these properties as a swift action. When using either

special ability, her weapon’s critical threat range doubles

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

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