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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
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motion. This ability replaces the ranger’s woodland
stride class feature gained at 7th level.
Harrying Attack (Ex): At 11th level, a wild shadow can
use his knowledge of terrain to make shrewd attacks in
combat. Such attacks can make foes fumble or cause them
to become entangled within areas of the wild shadow’s
favored terrain. As a standard action, the wild shadow
denotes one target within line of sight and within one
of his favored terrains as his harried prey. Once the foe
is so designated, every time the wild shadow hits this
harried prey with a melee or ranged weapon attack (either
manufactured or natural), that creature is entangled for 1
round. A wild shadow can have no more than one harried
prey at a time and that creature must correspond to one
of his favored enemy types. He can dismiss this effect
at any time as a free action, be he cannot select a new
harried prey for 24 hours. If the wild shadow sees proof
that his harried prey is dead, he can select a new harried
prey after waiting 1 hour. This ability replaces the quarry
class feature.
Wild Stalker (Ex): At 14th level, a wild shadow learns
to better use natural surroundings to obscure his
position in combat. Whenever a wild shadow is within
one of his favored terrains and a feature of that terrain
grants him cover, the bonuses to AC and Ref lex saves for
that cover improve by 1. Additionally, while he is within
one of his favored terrains, if he gains concealment or
total concealment, the miss chance of either type of
concealment improves by 10%. Furthermore, at 16th level
and 19th level, the bonuses granted by cover increase by 1
and the miss chance increases by another 10% (maximum
+3 and +30% respectively at 20th level). This ability
replaces the camouf lage class feature.
Master of Terrain (Ex): At 19th level, a wild shadow
can use his harrying attack against creatures other than
his favored enemy or he can spend a standard action to
designate up to two of his favored enemies as his harried
prey instead. This ability replaces the improved quarry
class feature.
NEW RACIAL RULES
The following options are available to half-elves. At the
GM’s discretion, other appropriate races may make use
of some of these.
Half-Elven Equipment
Half-elves have access to the following equipment.
Golden Maple Leaves: These potent additives can only
be culled from a rare maple tree known to grow exclusively
in urban areas. These small, elaborately twisting trees
are extremely slow to grow and mature—the leaves reach
maturity only once every 3 years—and they are almost
always grown and cultivated by half-elves. Additionally,
half-elves are keenly aware of the effort put into the leaves’
growth and normally only sell the products of their labors
to others of their kind. When the golden maple’s delicate,
five-pointed leaves finally take on their namesake’s color,
they can be cut, dried, and then ground into a fine powder,
a process that requires a DC 15 Knowledge (nature) or
Profession (herbalist) check. When used in conjunction
with the Craft (alchemy) skill to create special substances
and items like alchemical grease or tanglefoot bags, golden
maple leaves reduce the Craft DC by 5 and add +1 to the DC
of any save required by the alchemical item. A single dose
of golden maple leaf powder is sufficient to augment the
crafting of three alchemical items.
Star Charts: Many half-elves live in large cities or
communities where they find it difficult to commune with
nature. While some go on long sojourns to the wilderness,
others spend their evenings on high, lonely rooftops,
gazing at the stars. These lonely souls use star charts to
track the movement of the stars and other celestial bodies.
Anyone referencing one of these charts on a clear night can
attempt a DC 20 Knowledge (geography) check to determine
her approximate location and the month. In addition, these
charts grant a +2 circumstance bonus on Survival checks
made to avoid getting lost at night with a clear sky.
Half-Elven Equipment
Item Cost Weight
Golden maple leaves 50 gp 1/2 lb.
Star charts 200 gp 1/2 lb.
Half-Elven Feats
Half-elves have access to the following feats.
Discerning Eye
You are not easily fooled by illusions and forgeries.
Prerequisites: Elf or half-elf, keen senses racial trait.
Benefit: You receive a +2 racial bonus on saving throws
against illusion spells and effects and a +2 bonus on
Linguistic checks to detect forgeries. You can use the
Linguistic skill to detect forgeries untrained.
Elven Spirit
Although you are of mixed heritage, you are closer to your
elven relatives and the magic in their blood f lows freely in
your veins.
Prerequisite: Half-elf.
Benefit: You possess the elven magic racial trait of
the elves, granting you a +2 racial bonus on caster level
checks made to overcome spell resistance. In addition,
you receive a +2 racial bonus on Spellcraft checks made
to identify the properties of magic items. Alternatively,
you can instead gain any one racial trait that elves can
exchange for the elven magic racial trait.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012