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650994

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2224002

650994

650994

2224002

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.

63

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

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