TEXT: 1
  
  2
  a new race from the makers of the                     
  savage company campaign setting
  Voidling
  credits
  Authors: Owen Martin, Adam Martin, Bryan Miller, David Thomas, and Doug Morgan
  Editors: Owen Martin and Adam Martin
  Lead Artist: Naomi West
  Design and Layout: Rick Hershey
  Publisher: SHM Publishing
  Voidling © 2019 SHM Publishing
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo. com/pathfinderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, 
  Publishing, LLC does not guarantee compatibility, and does not endorse the product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the 
  Pathfinder® Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder® Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license. 
  Open Game Content: All material — including but not limited to art, place and character names, character and 
  setting descriptions, background, and new class descriptions—is Product Identity. All other content is considered Open 
  Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by 
  others is not a challenge to their ownership and is used under Fair Use. 
  
  3
  about shm publishing
  Based in Oklahoma, USA, SHM publishing was founded in 2018 to create the Savage Company setting 
  designed to be compatible with the Pathfinder Roleplaying Game. We intend to continue expanding the world 
  of military themes mixed with traditional swords and sorcery and hope to release many books in the future.
  Visit us on Facebook Fb.com/wekillpeopleformoney, follow us on Instagram @wekillpeopleformoney and 
  check out our website at WeKillPeopleForMoney.com.
  contents
  voidling 
  4
  overview 
  5
  physical description 
  5
  society 
  5
  relations 
  6
  alignment and religion 
  6
  adventurers 
  6
  racial traits 
  7
  voidling racial feats 
  7
  frequently asked questions 
  8
  
  4
  Voidling (17 RP)
  
  5
  overview
  Voidlings are an ancient warrior race touched 
  by cosmic energies that left them immortal and 
  wielding mysterious powers. Voidlings integrate 
  and embed themselves into the world through a 
  manifested body called a husk, never revealing their 
  truest selves unless they feel they are among those 
  they consider safe and trustworthy. Though their 
  true form is small and frail, the husk body that they 
  inhabit acts as a temporal medium and primary 
  form. The husk is merely a vessel for the true form, 
  showing no form of consciousness of its own. 
  While inhabiting the husk, the voidling’s true body 
  is nestled safely in a unique pocket of the astral 
  plane while their mind controls the husk. Should 
  the husk die, the true form may simply inhabit a 
  new husk. This has left them with a detached view 
  of reality and a skewed perception of mortality.  
  Honor and duty drive voidling culture, imbuing 
  them with a sense of pride and fulfillment for doing 
  what they consider right and just. Though other 
  races may consider their views of such things to 
  be justification for wanton violence, the heart of 
  these people lies in their willingness to do what is 
  necessary to bring peace and balance wherever 
  conflict may arise. Voidlings pride themselves 
  on excelling at martial prowess and diplomatic 
  efficiency, and see themselves as benevolent 
  though their detachment from mortality may have 
  left them with skewed ideals. Where words may fail, 
  they can surely make do with a fist, blade, or gun.  
  physical description
  The true form of a voidling, or “Oh-prea” as they 
  call it, can vary as greatly as that of any normal 
  human, though only that of an adolescent child. 
  Height, weight, skin or hair color, eye color, even 
  birthmark variations and exotic skin piercings are 
  commonplace for the oh-prea. Hairstyles are often 
  seen as abstract to outsiders that have seen the 
  true form; Voidlings tend to sport long hair overall 
  or short cuts with shaved sides; Variations of such 
  are possible but uncommon. Oh-prea wear clothing 
  such as traditional ceremonial garbs and armor 
  but often choose not to overload themselves with 
  overly flashy or gaudy articles.
  The husk form, or “Pryme” in their lost tongue, 
  is humanoid in shape only. Height differences 
  can vary greatly, as well as weight. Regardless of 
  weight, the husk’s agility is only as effective as 
  the true form’s ability to control it. The husk’s skin 
  appears metallic yet soft to the touch, sporting an 
  appearance many relate to “living armor”. Colors 
  and hues of the skin can vary greatly from deep 
  and dark to light and colorful. The husk features 
  no discernible eyes, mouth, nails, or otherwise, but 
  rather skin patterns and color variations that closely 
  resemble such physical features. Voidlings will often 
  decorate the husk with elaborate armor panels, 
  flowing cloth articles, and colorful markings that tell 
  tales of their trials and tribulations as warriors.
  society
  Voidlings thrive in a space between war and 
  peace, always desiring to maintain a balance 
  between serenity for all and a purpose of existence. 
  It is commonplace for voidlings to regularly practice 
  their ancient rituals, which closely resemble a 
  mixture of tribal dancing and various martial arts. 
  Though they often appear calm, collected, and 
  calculating to many, Voidlings are not without 
  their social disputes. Should such a dispute arise 
  between two conflicting voidlings, their chosen 
  method to handle such things is a duel of honor. 
  The victor lays claim to the dispute, while the 
  other will often offer a small bounty of a cultural 
  currency that closely resembles shaped platinum. 
  Many may choose to actively avoid confrontation 
  with a voidling, as their reputation of ruthless 
  battle tactics precedes them. As a whole, voidlings 
  usually choose to live alone, but often prefer to 
  travel in small groups. Their families are broken 
  down by clans, with the clan emblem sometimes 
  emblazoned on the shoulder of their pryme. 
  Voidlings are avid traders, often dealing in the 
  spoils of war. Should a voidling lack an item of equal 
  value to what they seek, they may often offer up 
  their cultural currency.
  
  6
  relations
  Voidlings respect honor and strength as their chief 
  virtues. Protecting the weak and innocent is a surefire 
  method to winning the opinion of these warriors. 
   
  Voidlings view savage orcs with mixed feelings. 
  While they respect the strength and tenacity 
  of savage orcs, they often look down upon the 
  brutal and vengeful ways of the green skins. They 
  may coexist together, but often under stressed 
  conditions that may lead to violence from time to 
  time. Their peace treaties do not last long. 
   
  Voidlings see the baade as equals in many ways, 
  sharing some cultural aspects and often seek 
  each other for trading. It is not uncommon for the 
  baade to tell a tale of their gratitude for a voidling’s 
  uncanny ability to acquire rare and valuable tools or 
  materials for a price.  
   
  Voidlings respect the militaristic nature of savage 
  hobgoblin culture. Though the goblinoids often do 
  not share similar views, voidlings may take sport 
  in skirmishes with savage hobgoblin units as a 
  means to keep their skills sharp. There have been 
  rare events of voidling clans offering aid to savage 
  hobgoblin units on the battlefield, though often for 
  a hefty price. 
   
  Voidlings view kobold battle tactics as cowardly and 
  underhanded, and may often go out of their way to 
  strike down upon small units with great and furious 
  justice should the latter cause enough commotion. 
  Though the two races may tolerate each others 
  presence within Savage Company, an old tale 
  of comradery may be heard under breath in the 
  taverns. Very few kobolds speak of it, but rumor has 
  that there is a tale of one such voidling whose husk 
  resembles something akin to a chromatic dragon 
  of eld, sporting blackened skin with red and gold 
  hues and the strength to stand against an entire 
  army alone. The lone voidling stood against the tide 
  of an entire nation’s might to save a small band of 
  young and defenseless clutchlings that would have 
  perished otherwise. Asking the voidlings of this tale 
  always leads to the challenge of a duel.
  alignment and religion
  Voidlings tend to stay within a neutral spectrum. 
  Their perception of doing what is necessary may 
  often be viewed as heroic, but their capacity for 
  commiting egregious acts of violence and mass 
  murder can drag them towards villainy. Their 
  personal codes and ethics vary from voidling to 
  voidling, though their culture and traditions are 
  meant to instill them with discipline and honor and 
  they tend to be more lawful than anything else. As 
  native outsiders associated with the astral plane 
  voidlings are less likely to revere deities, seeing 
  them as simply more powerful outsiders with their 
  own ulterior motives. They do, however, sometimes 
  practice mental disciplines and ascetic ways of life.
  adventurers
  Voidlings hail from an ancient time and lost 
  civilization, their kind created for a war long 
  forgotten. Many entered a deep slumber, locked 
  away until the day they are once again called to 
  fight. Upon waking, voidlings will seek out other 
  voidlings, often encountering reasons to battle, 
  explore, or seek treasures along the way. They 
  remember the old ways and often seek to share 
  their culture with those they deem worthy of 
  learning. Voidlings that tire of their mortal coil 
  will journey to the astral plane and enter a deep 
  slumber that may last hundreds of years. At some 
  point, these dreamers awake and have no memory 
  of their previous existence, at which point they will 
  travel to the mortal realm to begin their life anew.
  Male NaMes
  Ardham, Brouz, Hayden, Kron, Snensk, Tenro
  FeMale NaMes
  Aels, Bai, Ceen, Herea, Rua, Shea
  
  7
  racial traits
   
  - Type: Voidlings are humanoids with the native 
  outsider subtype. (3 RP)
   
  - Size Medium
   
  - Base speed Voidlings have a base speed of 30 feet.
   
  - Flexible: +2 to any two ability scores. (2 RP)
   
  - Languages: Members of this race start with 
  Common. Furthermore, members of this race 
  with high Intelligence scores can learn any 
  languages they want (except Druidic and other 
  secret languages).
   
  - Immortal: A voidling one does not age. Barring 
  death from violence, disease, or misadventure, a 
  voidling can live forever. Voidlings are immune to 
  effects that cause magical aging. (3 RP)
   
  - Astral transfer: A voidling’s body is called a 
  husk; this physical form has been manifested on 
  the material plane. They can also exit the husk 
  as a free action and reveal their true form, which 
  appears adjacent to the husk, leaving the husk 
  mindless and immobile. This true form retains all 
  the mental and class abilities of the voidling but 
  has a flat 10 (+0) in each physical ability score 
  and 2 hit points per character level. The voidling 
  can re-enter their husk when it is adjacent to 
  them as a swift action. The true form can wear 
  clothing and magic items, and take these with 
  them when entering the husk body. Held items 
  cannot be taken into the husk body and either 
  go into an empty hand of the husk body or fall 
  to the ground at their feet. If the natural form 
  and husk body are both wearing magic items in 
  the same slot, only one may be active. The active 
  magic item is chosen at the start of each day. If 
  the husk is reduced to 0 hit points the true form 
  is immediately ejected and the husk is destroyed, 
  dropping all its gear. A new husk can only be 
  manifested during a ritual that requires 24 hours 
  of uninterrupted meditation, and a voidling can 
  only have a single husk manifested at a time. 
  Death of the true form outside of the husk results 
  in normal character death. (4 RP)
   
  - Astral resistance:  Voidlings have a +4 
  bonus against possession and mind affecting 
  effects. In addition, if a voidling is targeted by 
  possession while in husk form and fails, the 
  husk is possessed and the voidling is forced into 
  their true form. If the husk is targeted while the 
  voidling is in its true form they still receive a save 
  against the attempt, and if successful they are 
  instantaneously returned to and re-enter the 
  husk and the possession fails. (3 RP)
   
  - Astral evasion: If a voidling is in true form and 
  would take damage from any source that would 
  kill it, it can instead return to and enter the husk 
  and the husk takes the damage instead. (2 RP)
   
  - Darkvision 60 feet
  favored class options
  The following favored class options are available 
  to all characters of this race who have the listed 
  favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored 
  class reward.
  Alchemist Add +½ to the alchemist’s bomb 
  damage.
  Arcanist Add one spell from the arcanist spell 
  list to the arcanist’s spellbook. The spell must 
  be at least 1 spell level below the highest 
  level the arcanist can cast.
  Barbarian add +2 temporary hit points gained 
  when raging.
  Bard Treat the bard’s level as +½ level higher 
  for the purpose of determining the effect of 
  the fascinate bardic performance.
  Brawler Add +1/2 bonus to damage rolls 
  made with unarmed attacks.
  Cavalier Add +½ to the cavalier’s bonus to 
  damage against targets of the cavalier’s 
  challenge.
  Cleric Add +½ to the cleric’s channeled energy 
  total when healing creatures or damaging 
  undead.
  Druid Add +½ to the damage dealt by the 
  
  8
  druid’s natural attacks when using wild 
  shape.
  Fighter Add a +¼ bonus to weapon training.
  Gunslinger Add +¼ to the dodge bonus to 
  AC granted by the nimble class feature 
  (maximum +4).
  Kineticist Gain a +1/4 bonus on damage rolls 
  that apply the kineticist’s elemental overflow 
  bonus.
  Monk Add a +1/2 bonus to the DC of a 
  Stunning Fist attempt.
  Ninja Add +½ bonus to sneak attack damage 
  dealt.
  Oracle Add +⅙ to the oracle’s level for the 
  purpose of determining the effects of one 
  revelation.
  Paladin Add +½ hit point to the paladin’s lay 
  on hands ability (whether using it to heal or 
  harm).
  Ranger Add +¼ to a single existing favored 
  enemy bonus (maximum bonus +1 per 
  favored enemy).
  Rogue Add a +½ bonus on Stealth checks 
  and Perception checks made in dim light or 
  darkness.
  Shaman Add one spell from the wizard spell 
  list that isn’t on the shaman spell list to the 
  list of spells the shaman knows. This spell 
  must be at least 1 level below the highest 
  spell level the shaman can cast.
  Sorcerer Add +½ point of elemental damage 
  to spells that deal elemental damage cast by 
  the sorcerer.
  Summoner Add a +¼ natural armor bonus to 
  the AC of the summoner’s eidolon.
  Warpriest Add ¼ to the warpriest’s effective 
  level when determining the damage of his 
  sacred weapon.
  Witch Add +¼ to the witch’s caster level when 
  determining the effects of the spells granted 
  by the patron.
  Wizard Select one arcane school power at 
  1st level that is normally usable a number 
  of times per day equal to 3 + the wizard’s 
  Intelligence modifier. The wizard adds +½ to 
  the number of uses per day of that arcane 
  school power.
  voidling racial feats
  Void spray
  A vivid cone of astral energy springs forth from 
  your hand, causing creatures to become stunned, 
  perhaps also blinded, and possibly knocking them 
  unconscious.  
  Prerequisites: Knowledge (planes) 1 ranks, 
  voidling. 
  Benefit: You gain the void spray spell like ability 
  when in your true form. Treat this as color spray that 
  also affects blind targets. You can use this ability a 
  number of times per day equal to 1+ your Charisma 
  modifier. The caster level for this ability equals the 
  voidling’s character level and the DC is Charisma 
  based. This ability does not work when occupying 
  your husk form. 
  Void shiFt
  You slide your form partially into the astral plane, 
  disappearing from sight.  
  Prerequisites: Knowledge (planes) 3 ranks, 
  voidling. 
  Benefit: You gain invisibility as a spell like ability 
  when in your true form. You can use this ability a 
  number of times per day equal to 1+ your Wisdom 
  modifier. The caster level for this ability equals the 
  voidling’s character level. This ability does not work 
  when occupying your husk form, entering the husk 
  cancels this effect. 
  
  9
  Void step
  You dash from one point to another passing 
  through the astral plane and covering vast distances 
  in a single leap.  
  Prerequisites: Knowledge (planes) 7 ranks, 
  voidling. 
  Benefit: You gain dimension door as a spell like 
  ability when in your true form. You can use this 
  ability a number of times per day equal to 1+ your 
  Intelligence modifier. The caster level for this ability 
  equals the voidling’s character level. This ability 
  does not work when occupying your husk form
  husk FouNdry
  You have unlocked the secret to manifesting 
  multiple husks and can freely choose among them.  
  Prerequisites: Knowledge (planes) 9 ranks, 
  voidling. 
  Benefit: You can now manifest more than one 
  husk body. Each husk still requires 24 hours 
  of uninterrupted meditation to manifest. You 
  can manifest a second husk at level 9, and one 
  additional husk every four levels thereafter (13th, 
  and 17th) 
  Normal: A voidling can only have a single husk 
  manifested at a time.
  Void Walk
  Your affinity to the astral void connects you to all 
  planes of existence, your knowledge of its secrets 
  opens the doors to the universe.  
  Prerequisites: Knowledge (planes) 13 ranks, 
  voidling. 
  Benefit: You gain plane shift as a spell like ability. 
  You can use this ability a number of times per day 
  equal to 1+ your Charisma modifier. The caster level 
  for this ability equals the voidling’s character level 
  and the DC is Charisma based. This ability can be 
  used both in husk and true form. 
  frequently asked 
  questions
  Q: I’m really confused about how all these 
  bodies work, does the husk operate like a 
  companion, eidolon, phantom, familiar, or a 
  mount? 
  A: The husk is your character, when reduced 
  to zero hit points or when using a special 
  ability, you get to shed the husk and have 
  this really weak child body.
  Q: How do negative levels work?  
  A: If a voidling takes negative levels, the husk 
  reduces its current and total hit points by 
  5 for each negative level it possesses (as 
  normal), and the natural form reduces its 
  current and total hit points by 2 for each 
  negative level it possesses. If the true 
  form directly takes damage in the form 
  of negative levels (like from enervate) it 
  reduces its current and total hit points by 
  the full normal amount and the husk is 
  unaffected. 
  Q: Do my saves change when I’m in true form? 
  A: Yes and No. Your base saves are determined 
  by your class level and those do not change, 
  however you lose the bonus from your 
  Constitution and Dexterity modifiers to your 
  Fortitude and Reflex saves.
  Q: If I take husk foundry, can my different husks 
  have different class levels? 
  A: No, your character has class levels, and 
  the husk is just the body, different husks 
  can look wildly different from each other, 
  but they are all spare bodies for the same 
  character.
  Q: 17 RP seems like a lot, how am I going to 
  convince my GM to let me play this?
  A: It does seem high, but unless your GM plans 
  on having you encounter a lot of magical 
  aging effects, the voidling is really no more 
  powerful than an aasimar or tiefling.
  
  10
  this document is some free content we came up 
  with while writing the upcoming savage company 
  campaign setting for the pathfinder roleplaying 
  game. if you want to see more content for the 
  voidlings please consider supporting the book. we’re 
  new to the world of rpg writing so please share 
  this document with anyone you think would like it! 
  if you enjoy more than the classic racial options, 
  or love militaristic flavor to your campaigns, then 
  the savage company book is for you. our product 
  has hundreds of pages of material, including new 
  and reimagined monstrous racial options, a boatload 
  of new class options for military themes, expanded 
  modern firearms and vehicles balanced to current 
  items, a whole new rolling road combat ruleset, and 
  so much more. please visit us on facebook fb.com/
  wekillpeopleformoney, follow us on instagram @
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  11
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  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, 
  Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, 
  Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, 
  Travis Hawvermale, Patrick Lawinger, and Bill Webb; based on original content from 
  TSR.
  Savage Company Recruit Orientation © 2019 SHM Publishing, Owen Martin, 
  Adam Martin, Bryan Miller, David Thomas, and Doug Morgan
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/SHM Publishing - Voidling.pdf