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

Core Races 1

number of uses per day of that domain power. For druids

whose nature bond gives them an animal companion,

add +1 skill rank to the animal companion. If the druid

ever replaces her animal companion, the new companion

gains these bonus skill ranks.

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

disarm or overrun combat maneuver.

Gunslinger: Add +1/4 to the number of grit points in

the gunslinger’s grit pool.

Inquisitor: Add +1/4 to the number of times per day the

inquisitor can change her most recent teamwork feat.

Magus: Add +1/4 to the magus’s arcane pool.

Monk: Add +1/2 on Escape Artist checks and on

Acrobatics checks to cross narrow surfaces.

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.

Paladin: Add +1 foot to the size of all the paladin’s

aura class features. This option has no effect unless the

paladin has selected it 5 times (or another increment of 5);

an aura of 14 feet is effectively the same as a 10-foot aura,

for example.

Ranger: Add +1 skill rank to the ranger’s animal

companion. If the ranger ever replaces his companion,

the new companion gains these bonus skill ranks.

Rogue: Add a +1/2 bonus on Bluff checks to feint and

Diplomacy checks to gather information.

Sorcerer: Select one bloodline power at 1st level that is

normally usable a number of times per day equal to 3 +

the sorcerer’s Charisma modifier. The sorcerer adds +1/2

to the number of uses per day of that bloodline power.

Summoner: Add +1/4 to the eidolon’s evolution pool.

Witch: Add one spell from the witch spell list to the

witch’s familiar. This spell must be at least one level

below the highest spell level she can cast. If the witch

ever replaces her familiar, the new familiar knows these

bonus spells.

Wizard: When casting wizard enchantment spells, add

+1/3 to the effective caster level of the spell, but only to

determine the spell’s duration.

RACIAL ARCHETYPES

The following racial archetypes are available to half-elves.

Bonded Witch (Witch)

While all witches commune with the unknown, the blend

of human ingenuity and adept learning mixed with elven

blood gives some half-elves a unique conduit to channel

the powers of the arcane. Bonded witches forsake familiars

as vessels of power in favor of a specific object that grants

them powers above and beyond those of their patron alone,

as they tap into the powerful magic of the item itself. A

bonded witch has the following class features.

Bonded Item (Sp): At 1st level, a bonded witch gains

a bonded item instead of a familiar. This bonded item

is similar to a wizard’s arcane bond bonded item (Core

Rulebook 78), and follows all the rules of such an item with

the following exceptions.

A bonded witch’s bonded item serves as a vessel for her

spells and a conduit for communication with her patron.

A bonded witch must commune with her bonded item

each day to prepare her spells. The bonded item stores

all of the spells that the bonded witch knows, and the

bonded witch cannot prepare spells that are not stored

within it. A bonded witch starts with the same number of

spells and gains new spells the same way as a witch, and

can even add spells by learning them from scrolls in the

same way (Advanced Player’s Guide 68), but a bonded witch

cannot learn spells from another bonded item.

Since a bonded witch does not have a spellbook,

starting at 2nd level, a bonded witch’s bonded item can

be used once per day to cast a spell dependent on the type

of bonded object chosen by the bonded witch. The spell

is treated like any other spell cast by the bonded witch,

including its casting time, duration, and other effects

dependent of the bonded witch’s level. This spell cannot

be further modified by metamagic feats or any other

ability. As the bonded witch gains levels, the bonded item

gains new spells that the bonded witch can cast in this

way. She can cast any one of these spells once per day

using her bonded object, but gains greater f lexibility in

what spells she can cast, and gains more powerful spells

as she gains new levels. The bonded item spells associated

with each item type are as follows.

Amulet: 2nd—stonefist (Advanced Player’s Guide 247); 4th—

bear’s endurance; 6th—burst of speed (Ultimate Combat 225);

8th—mnemonic enhancer; 10th—stoneskin; 12th—monstrous

physique IV (Ultimate Magic 229); 14th—firebrand (Advanced

Player’s Guide 222); 16th—iron body; 18th—overwhelming

presence (Ultimate Magic 230).

Ring: 2nd—shield; 4th—ablative barrier (Ultimate Combat

221); 6th—protection from energy; 8th—nondetection; 10th—

life bubble (Advanced Player’s Guide 230); 12th—resinous

skin (Ultimate Combat 242); 14th—antimagic field; 16th—

deflection (Advanced Player’s Guide 215); 18th—spell immunity.

Staff: 2nd—shillelagh; 4th—warp wood; 6th—plant growth;

8th—arboreal hammer (Ultimate Magic 206); 10th—passwall;

12th—move earth; 14th—change staff; 16th—control plants;

18th—wooden phalanx (Ultimate Magic 249).

Wand: 2nd—magic missile; 4th—knock; 6th—fireball;

8th—restoration; 10th—maximized scorching ray; 12th—

bull’s strength (mass); 14th—greater restoration; 16th—

empowered and maximized fireball; 18th—empowered and

maximized fire shield.

Weapon: 2nd—warding weapon (Ultimate Combat 248);

4th—versatile weapon (Advanced Player’s Guide 254);

43

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

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