[Pathfinder] beastisrfrt

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651134222414222241426511346511342224142paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012Uncommon Races 3Magus: Add +1/4 point to the magus’s arcane pool.Monk: Add +1/2 point of damage to elemental assault.Ranger: Add +1 to acid resistance, cold resistance,electricity resistance, or fire resistance.RACIAL ARCHETYPESThe following racial archetype is available to sulis.Elemental Knight (Magus)Elemental knights are born with elemental energiessurging through their blood and discover the secret ofreconciling and focusing this primal power into the arcane.An elemental knight has the following class features.Elemental Arcana (Su): At 3rd level, elemental knights mayselect the following magus arcana available only to them.Assault Synergy (Su): As a swift action, the elementalknight can expend 1 round of duration from elementalassault to add +1d6 points of energy damage to an offensivespell he casts that round. The spell must have the acid,cold, electricity or fire descriptor. This extra energydamage matches the energy damage of the spell. At 10thlevel, he may expend 2 rounds instead of 1 to add +2d6points of energy damage to the spell.Energy Reflection (Su): This functions like the reflectionmagus arcana, except it only works on spells that deal acid,cold, electricity, or fire damage. As long as the elementalknight spends at least 1 point from her arcane pool to activatethis arcana, he may expend rounds of elemental assault as ifthey were arcane pool points. For example, the knight couldspend 1 arcane pool point and 3 rounds of elemental assaultto reflect a spell of 4th-level or lower. The elemental knightmust be at least 12th level before selecting this arcana.Energy Resistance Boost (Su): As a swift action, theelemental knight can expend 1 point from his arcane poolor 1 round of elemental assault to increase all of his racialenergy resistances by +5 for 1 round.Elemental Matrix (Su): At 4th level, an elemental knightgains Incremental Elemental Assault (see below) as a bonusfeat. In addition, at 4th level, as a swift action, an elementalknight may expend rounds of duration from her elementalassault ability. For every 4 rounds expended, he gains 1arcane pool point. This ability replaces spell recall.Magus Arcana: The following magus arcana complementthe elemental knight archetype: empowered magic, poolstrike, spell shield.NEW RACIAL RULESThe following options are available to sulis. At the GM’sdiscretion, other appropriate races may also make use ofsome of these.Suli EquipmentSulis have access to the following equipment.Elemental Flux: This f lask of alchemical powder reactsto the elemental power in suli blood. Adding at least 1 hitpoint worth of suli blood to it creates an alchemical splashweapon. The splash weapon works like a f lask of acid,except the damage is a random energy type (acid, cold,electricity, or fire). A DC 10 Craft (alchemy) check identifieswhat energy type the activated f lask has. The activatedf lux retains its power for 24 hours before becoming inertmaterial. The Craft (alchemy) DC to create this is 20.Suli EquipmentItem Cost Weight Craft DCElemental flux (flask) 20 gp 1 lb. 20Suli FeatsSulis have access to the following feats.Extra Elemental AssaultYou have unlocked greater elemental power.Prerequisite: Suli.Benefit: Your elemental assault ability lasts an additional2 rounds per day.Special: You can take this feat multiple times. Its effects stack.Incremental Elemental AssaultYou may activate and quench your elemental assault abilitymultiple times per day.Prerequisite: Suli.Benefits: You may use your elemental assault ability in1-round increments, up to a maximum number of roundsper day equal to your character level. These rounds donot have to be consecutive. Activating the ability is a swiftaction; ending it is a free action.Normal: You can use elemental assault once per day. Itlasts a number of rounds equal to your class level.Suli SpellsSulis have access to the following spell.IMBUE WITH ELEMENTAL MIGHTSchool evocation [see text]; Level cleric 2, magus 2, sorcerer/wizard 2Components V, SDuration 24 hours or until discharged (D)Save Will negates (harmless); Spell Resistance yes (harmless)This spell functions like imbue with spell ability, except youtransfer the use of your elemental assault ability to thetarget. The target must have an Intelligence score of at least5 to use the ability. The imbued elemental assault functionsexactly like yours, except the ability’s duration is based onthe target’s level or Hit Dice. Once you cast this spell, youcannot use your elemental assault ability until the durationof the spell is over.203paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

65113522241432224143paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 20126511356511352224143SvirfneblinIn the dark below earth, svirfneblin protect their enclaves,keeping their small communities safe from the terrorsof the lightless depths. Serious creatures with slate-grayskin, these gnomes vary greatly from their surface cousinsby choosing to live in the shadowy depths and protectthe world above from the foul creatures sharing theirchambers, vaults, and tunnels.ALTERNATE RACIAL TRAITSThe following racial traits may be selected instead ofexisting svirfneblin racial traits. Consult your GM beforeselecting any of these new options.Healthy: Svirfneblin gain a +4 bonus on Fortitude savesagainst disease and poison, including magical diseases.This racial trait replaces fortunate.Stoneseer: Svirfneblin add +1 to the caster level of anyspells with the earth descriptor they cast. Svirfneblinalso gain the following spell-like abilities: Constant—nondetection; 1/day—magic stone, stone shape, stone tell; casterlevel equals the svirfneblin’s class levels. This racial traitreplaces svirfneblin magic.FAVORED CLASS OPTIONSThe following options are available to all svirfneblinwho have the listed favored class, and unless otherwisestated, the bonus applies each time you select the favoredclass reward.Alchemist: Add one extract formula from the alchemist’slist to the alchemist’s formula book. This formulamust be at least one level below the highest formulalevel the alchemist can create.Oracle: Add one spell known from the oraclespell list. This spell must be at least one level below thehighest spell level the oracle can cast.Ranger: Add DR 1/magic to the ranger’s animalcompanion. Each additional time the ranger selects thisbenefit, the DR/magic increases +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion,the new companion gains this DR.Svirfneblin Racial Traits–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast andobservant but relatively weak and emotionally distant.Gnome: Svirfneblin are humanoids with the gnome subtype.Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a+1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 sizebonus on Stealth checks.Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.Senses: Svirfneblin have darkvision 120 ft. and low-light vision.Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a+4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks andPerception checks.Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creaturesof the reptilian and dwarven subtypes due to training against these hated foes.Stonecunning: Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast.Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—blindness/deafness, blur, disguise self; caster level equals the svirfneblin’s class levels.Languages: Svirfneblin begin play speaking Gnome and Undercommon. Thosewith high Intelligence scores can choose from the following: Aklo, Common,Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.204paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012

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

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Svirfneblin

In the dark below earth, svirfneblin protect their enclaves,

keeping their small communities safe from the terrors

of the lightless depths. Serious creatures with slate-gray

skin, these gnomes vary greatly from their surface cousins

by choosing to live in the shadowy depths and protect

the world above from the foul creatures sharing their

chambers, vaults, and tunnels.

ALTERNATE RACIAL TRAITS

The following racial traits may be selected instead of

existing svirfneblin racial traits. Consult your GM before

selecting any of these new options.

Healthy: Svirfneblin gain a +4 bonus on Fortitude saves

against disease and poison, including magical diseases.

This racial trait replaces fortunate.

Stoneseer: Svirfneblin add +1 to the caster level of any

spells with the earth descriptor they cast. Svirfneblin

also gain the following spell-like abilities: Constant—

nondetection; 1/day—magic stone, stone shape, stone tell; caster

level equals the svirfneblin’s class levels. This racial trait

replaces svirfneblin magic.

FAVORED CLASS OPTIONS

The following options are available to all svirfneblin

who have the listed favored class, and unless otherwise

stated, the bonus applies each time you select the favored

class reward.

Alchemist: Add one extract formula from the alchemist’s

list to the alchemist’s formula book. This formula

must be at least one level below the highest formula

level the alchemist can create.

Oracle: Add one spell known from the oracle

spell list. This spell must be at least one level below the

highest spell level the oracle can cast.

Ranger: Add DR 1/magic to the ranger’s animal

companion. Each additional time the ranger selects this

benefit, the DR/magic increases +1/2 (maximum DR 10/

magic). If the ranger ever replaces his animal companion,

the new companion gains this DR.

Svirfneblin Racial Traits

–2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and

observant but relatively weak and emotionally distant.

Gnome: Svirfneblin are humanoids with the gnome subtype.

Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a

+1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size

bonus on Stealth checks.

Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.

Senses: Svirfneblin have darkvision 120 ft. and low-light vision.

Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.

Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a

+4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and

Perception checks.

Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures

of the reptilian and dwarven subtypes due to training against these hated foes.

Stonecunning: Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).

Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.

Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast.

Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—

blindness/deafness, blur, disguise self; caster level equals the svirfneblin’s class levels.

Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those

with high Intelligence scores can choose from the following: Aklo, Common,

Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.

204

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

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