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650994
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012
Core Races 1
usually free themselves, the weight of slavery still bears
down on their souls, making them eager to please and
prone to sudden fits of fear. These half lings have the
craven and ingratiating alternate racial traits.
Favored Class Options
The following favored options are available to all half lings
who have the listed favored class, and unless otherwise stated,
the bonus applies each time you select the 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.
Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the
bonus from the surprise accuracy rage power.
Bard: Add +1/2 on Bluff checks to pass secret messages,
+1/2 on Diplomacy checks to gather information, and +1/2
on Disguise checks to appear as an elven, half-elven, or
human child.
Cavalier: Add +1/2 to the cavalier’s effective class
level for the purposes of determining the damage he
deals when making an attack of opportunity against a
challenged foe.
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: Add a +1/4 luck bonus on the saving throws of the
druid’s animal companion.
Fighter: Add +1 to the fighter’s CMD when resisting a
trip or grapple attempt.
Gunslinger: Add +1/4 to the dodge bonus to AC granted
by the nimble class feature (maximum +2) or +1/4 to the
AC bonus gained when using the gunslinger’s dodge deed.
Inquisitor: Add +1/4 to the number of times per day that
an inquisitor can change her most recent teamwork feat.
Magus: The magus gains 1/6 of a new magus arcana.
Monk: Add +1 to the monk’s CMD when resisting a
grapple and +1/2 to the number of stunning attacks he can
attempt per day.
Oracle: Add +1/2 to the oracle’s level for the purpose of
determining the effects of the oracle’s curse ability.
Paladin: Add +1/2 hit point to the paladin’s lay on hands
ability (whether using it to heal or harm).
Ranger: Add a +1/4 dodge bonus to Armor Class against
the ranger’s favored enemies.
Rogue: Choose a weapon from the following list: sling,
dagger, or any weapon with “half ling” in its name. Add
a +1/2 bonus on critical hit confirmation rolls with that
weapon (maximum bonus +4). This bonus does not stack
with Critical Focus.
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 skill rank to the summoner’s eidolon.
Witch: Add +1/4 to the witch’s caster level when
determining the effects of the spells granted to her by
her patron.
Wizard: Add +1/2 to the wizard’s effective class level for
the purposes of determining his familiar’s natural armor
adjustment, Intelligence, and special abilities.
RACIAL ARCHETYPES & ORDERS
The following racial order and racial archetypes are
available to half lings.
Community Guardian (Oracle)
The community guardian is chosen to protect and succor
the weak and innocent within her community. Her calling
also allows her to draw upon and focus the collective will
in order to achieve those goals. A community guardian has
the following class features.
Alignment: Any good.
Recommended Mysteries: ancestor (Ultimate Magic 53),
life, lore, nature.
Class Skills: A community guardian adds Knowledge
(local), Linguistics, Perception, and Survival to her list of
class skills. These replace the additional class skills from
her mystery.
Bonus Spells: bless water (2nd), consecrate (4th), remove disease
(6th), hallow (10th), heroes’ feast (12th). These bonus spells
replace the oracle’s mystery bonus spells from these levels.
Revelations: A community guardian must take the
following revelations at the listed levels.
Spirit of Community (Ex): As a move action, you call upon the
spirits of community. For the next round, you grant every
ally within 30 feet a +1 competence bonus on a single skill
check (of the ally’s choice) that it makes before the end of this
revelation’s duration. Furthermore, allies within 30 feet can,
as a free action, choose to forgo this bonus, and instead grant
a single ally a +1 increase to its competence bonus granted by
this ability (maximum +5). You can use this ability a number
of times per day equal to 3 + your Charisma modifier. You
must take this revelation at 1st level.
Renewing Radiance (Su): Once per day you can produce
a burst of swirling white light that provides a measure of
protection and renewal to allies within 30 feet for 1 round.
On their turn, the allies can choose either to gain a +1 sacred
bonus to AC for 1 round or to heal a number of hit points equal
to 1d6 + your Charisma bonus (their choice). If an ally is dying,
it is stabilized instead. At 7th level, the bonus to AC increases
to +2, and the healing increases to 2d6 + your Charisma
bonus hit points, and at 14th level the bonus to AC increases
to +3, and the healing increases to 3d6 + your Charisma
bonus hit points. You must take this revelation at 3rd level.
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paizo.com #2112918, David McBride <darklycario@gmail.com>, Jun 23, 2012