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  PRODUCT NO. AR812 
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  ABANDONED ARTS©
   PRESENTS: 
   
  NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  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 this 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. 
  
  2 
   
  RACIAL FEATS AND RACIAL CHARACTER TRAITS 
   
   
   
   
   
   
   
  Several new feats are featured below for members of the fetchling race. These feats list the race in their 
  prerequisites, prohibiting other races from taking them. Also presented below are a number of racial 
  character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™ 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  FETCHLING FEATS 
   
  DEEP DARKNESS 
  Your darkness spells are especially potent. 
  PREREQUISITES: ability to cast darkness, fetchling 
  BENEFIT: The miss chance granted by spells that you cast with 
  the darkness descriptor is improved by an amount equal to 
  your relevant caster level. For example, if a 5th-level fetchling 
  cleric with the Deep Darkness feat creates an area of dim light 
  with a darkness spell, the concealment miss chance granted 
  by that area is 25% (as opposed to the usual 20%). This ability 
  never improves concealment to total concealment. 
   
  PIERCING SHADOWS 
  The power of shadow infuses your weapons. 
  PREREQUISITES: Gloom Strike,* Improved Dark Sight,* base 
  attack bonus +8, fetchling 
  BENEFIT: Whenever you gain the benefits of your Gloom Strike 
  feat, you also gain the supernatural ability to ignore up to 5 
  points of any damage reduction that your target possesses. 
   
   
   
  *:
   See the Pathfinder® Roleplaying Game: Advanced Race Guide.™ 
   
  FETCHLING CHARACTER TRAITS 
   
  DARK DIPLOMAT 
  You serve as an emissary between two worlds. 
  BENEFIT: You gain a +1 trait bonus on Diplomacy and Knowledge 
  (local) skill checks, and both skills are class skills for you. 
   
   
   
   
  SWIFT AS SHADOWS 
  You can move quickly through the shadows. 
  PREREQUISITES: Shadow Walker,* fetchling 
  BENEFIT: As long as you do not travel more than 30 ft., you may 
  use your Shadow Walker feat to create a dimension door as a 
  move action. 
   
  SHADOWED VIGOR 
  You are especially resistant to the elements. 
  PREREQUISITES: Endurance, fetchling 
  BENEFIT: Your cold resistance improves to 10, and you gain a 
  constant endure elements spell-like ability. 
   
  SHADOWED VITALITY 
  You are especially resistant to certain dangers. 
  PREREQUISITES: Endurance, fetchling 
  BENEFIT: Your electricity resistance improves to 10, and you 
  gain a constant endure elements spell-like ability. 
   
   
   
   
   
   
  UMBRAL ANCESTRY 
  You are a native of the Plane of Shadows, and bear some 
  blood relation to one of the umbral dragons that call it home. 
  BENEFIT: You do not gain the native subtype. 
   
   
   
  ALTERNATE RACIAL TRAITS 
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow 
  you to exchange standard racial traits for new ones, such as those presented below. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  ANCHORING SHADOWS:  A fetchling with this racial trait gains 
  dimensional anchor as a spell-like ability at 9th level, instead 
  of shadow walk. 
     This racial trait modifies the spell-like ability trait. 
   
  SCION OF DARKNESS:  A fetchling with this racial trait gains the 
  Persuasive feat as a bonus feat. 
     This racial trait replaces the skilled trait. 
  SHADOWFINGERS:  A faint haze of shadowstuff traces the path 
  of some fetchling’s fingertips. Fetchlings with this racial trait 
  gain a +2 racial bonus on CMB checks made to blind or dazzle 
  creatures with the dirty trick maneuver (see the Pathfinder® 
  Roleplaying Game: Advanced Race Guide ™), as tiny motes of 
  raw shadowstuff obscure the vision of creatures successfully 
  subjected to such a maneuver. 
     This racial trait replaces the skilled trait. 
  
  3 
   
  RACIAL ARCHETYPES 
   
   
   
   
   
   
   
   
   
   
   
  As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant 
  sets of class abilities which modify their corresponding base classes via the use of alternate class 
  features. When a character selects a class, he must normally choose to use the standard class features 
  found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate 
  class feature presented in an archetype replaces a specific class feature from its parent class. 
     When an archetype includes multiple alternate class features, a character must take them all – often 
  blocking the character from ever gaining certain standard class features, but replacing them with other 
  options. All other class features of the base class that aren't mentioned among the alternate class 
  features remain unchanged and are acquired normally when the character reaches the appropriate 
  level, unless noted otherwise. A character who takes an alternate class feature does not count as having 
  the class feature that was replaced for the purposes of meeting any requirements or prerequisites. 
     A character can take more than one archetype and garner additional alternate class features, but none 
  of the alternate class features can replace or alter the same class feature from the base class as another 
  alternate class feature. Racial archetypes are typically available only to members of the indicated race, 
  though such options rarely interact with the racial traits of that race. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE SHADOWMANCER  (FETCHLING ARCHETYPE) 
   
  The arcane science of shadow magic comes naturally to the higher-minded denizens of the Plane of Shadow. Fetchlings are no 
  exception, and tend to pursue illusions and shadow magic over other schools and traditions. 
   
  A shadowmancer has the following class features. 
   
  Class Skills: Shadowmancers add Stealth to their list of class skills. 
   
  Arcane School: A shadowmancer must choose the illusion arcane school. 
   
  Shadow Bond (Su): A shadowmancer forges a special, arcane bond with his shadow. The shadowmancer’s shadow shares a few 
  qualities in common with a more traditional wizard’s arcane-bonded object, and thus a shadowmancer without a shadow (such 
  as a shadowmancer who has become a vampire) or a shadowmancer whose shadow has been stolen or copied (such as by a 
  peryton’s shadow mark ability) must make a concentration check or lose any spell they attempt to cast. The DC for this check is 
  equal to 20 + the spell’s level. 
     In addition, a shadowmancer’s shadow can be called upon to grant the shadowmancer a +2 armor bonus, shielding him like a 
  cloak of shadowstuff. Alternately, the shadow can be called upon to conceal or obfuscate the shadowmancer’s form, granting 
  the shadowmancer a +4 bonus on Stealth skill checks made in areas of dim light or darkness. Activating or switching bonuses 
  requires a move action. Otherwise, the shadow bond can be called upon to enable the shadowmancer to cast a spell that he 
  does not have prepared in the same way that an arcane bond does. 
     This ability replaces arcane bond. 
   
  Grasp at Shadows (Su): As a standard action, a shadowmancer can create a mundane object (such as a sword, shield, crowbar, 
  tool, ladder, or any other non-magical object) weighing no more than 2 lbs. per class level out of raw shadowstuff. The object 
  functions normally in dim light or darkness, and persists until it is brought into an area of brighter light. Items created in this 
  way are masterwork objects. At 8th level, a weapon or shield created in this way gains a +1 enhancement bonus. At 16th level, 
  this bonus increases to +2. A shadowmancer may only create one object at a time in this way; creating a new object causes the 
  previous one to vanish. The shadowmancer may use this ability a number of times per day equal to 3 + his Intelligence modifier. 
     This ability replaces the blinding ray arcane school ability. 
   
  Summon Shadow (Su): At 15th level, a shadowmancer can animate his shadow to serve as a companion of sorts. This ability 
  functions as the shadowdancer prestige class ability of the same name. If the shadowmancer’s shadow is destroyed, so is his 
  arcane bond. The shadowmancer can replace a destroyed shadow after 30 days, as usual. 
     This ability replaces the 15th level wizard bonus feat. 
   
  Dire Shadow (Su): At 20th level, a shadowmancer’s shadow companion gains a hit point total equal to the shadowmancer’s total. 
     This ability replaces the 20th level wizard bonus feat. 
  
  4 
   
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason 
  Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, 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 Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman, 
  Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of 
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  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content 
  from TSR. Abandoned Arts Presents: Amazing Races: Fetchlings! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams. 
   
   
  CREDITS 
   
  Design and editing by Daron Woodson. 
   
  Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. 
  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. 
  Learn more about the Pathfinder Roleplaying Game at www.paizo.com. 
  
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