TEXT: Strix!
  Strix!
  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 en-
  dorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplay-
  ing 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.
               
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               Product No. AR829    customerservice@abandonedarts.com
  
  2
  Racial Feats and Racial Character Traits
  Several new feats are featured below for members of the strix race. These feats list the race in 
  their prerequisites, prohibiting other races from taking them. Also presented below are a num-
  ber of racial character traits, first introduced in the Pathfinder® Roleplaying Game: 
  Advanced Player’s GuideTM
  Strix Feats
  ARMED WITH WINGS
  You can beat your opponents with your powerful 
  wings.
  Prerequisites: strix
  Benefit: You gain two secondary wing attacks 
  that deal 1d4 points of damage each.
  IMPROVED WINGSHIELD
  Your wings provide you with a passive measure 
  of defense. 
  Prerequisites: Wingshield, strix, base attack bo-
  nus +3 
  Benefit: As long as you are not using your wings 
  to fly, you gain a +1 shield bonus to Armor Class.
  GREATER WINGSHIELD
  Your wings form a bulwark of defense around 
  you. 
  Prerequisites: Improved Wingshield, Wingshield, 
  strix, base attack bonus +9
  Benefit: As long as you are not using your wings 
  to fly, you gain a +2 shield bonus to Armor Class. 
  When you use your Wingshield feat as a move ac-
  tion, you gain a +3 shield bonus to Armor Class
  RAZORWING
  The bony structures that support your wings have 
  been filed razor-sharp.
  Prerequisites: Armed with Wings, strix
  Benefit: Your wing attacks score a critical threat 
  on a roll of 19-20.
  WINGSHIELD
  Your wings shield you like a leathery cloak.
  Prerequisites: strix
  Benefit: As a move action, you can wrap your 
  wings around you to gain a +2 shield bonus to Ar-
  mor Class until the start of your next turn. You may 
  not use your wings to fly while using or gaining 
  the benefits of this feat; if you take flight before the 
  start of your next turn, you lose this bonus.
  *:See the Pathfinder® Roleplaying Game: Advanced Race Guide
  Strix Character Traits
  NATURAL FLIER
  You took to the air at an early age… and never 
  looked back. 
  Benefit: You gain a +1 trait bonus on Fly skill 
  checks, and Fly is always a class skill for you. 
  If you possess (or later gain) levels in a class for 
  which Fly is a class skill, this bonus increases to 
  +2.
  NIGHTWING STEALTH
  Using your naturally dark wings, you can hide in 
  plain sight. 
  Benefit: You can use the Stealth skill to hide 
  against the dark backdrop of the night sky, even 
  without cover or concealment. You take a -10 pen-
  alty on checks made to hide this way.
  Alternate Racial Traits
  As described in the Pathfinder® Roleplaying 
  Game: Advanced Race Guide TM, alternate racial 
  rules allow you to exchange standard racial traits 
  for new ones, such as those presented below.
  Aerial Dodger: Strix with this racial trait gain the 
  benefits of the Dodge feat while airborne. A stirix 
  that possesses or later gains the Dodge feat gains 
  no additional benefit.
  This racial trait replaces the suspicious trait.
  Man-Eater: Though strix are neither devils nor 
  man-eaters by nature, some strix have resolved to 
  live up to humanity’s vile expectations of them. 
  Once per day, a strix with this racial trait may 
  choose to gain a +5 racial bonus on a single at-
  tack, damage, Knowledge, or Survival check made 
  to attack, learn about, or track down a human 
  creature.
  This racial trait replaces the nocturnal trait.
  Skyclimber: Strix with this racial trait always treat 
  
  3
  the Climb and Fly skills as though they were class 
  skills.
  This racial trait replaces the suspicious trait.
  Wasteland Sentinel: The steep crags of the strix’s 
  blasted homeland form natural ambush sites that 
  many strix learn to take advantage of. Strix with 
  this racial trait gain a +2 bonus on Climb skill 
  checks, and on Perception skill checks made 
  while the strix is perched at least 10 ft. above the 
  ground.
  This racial trait replaces the nocturnal trait.
  Xenophobic: Many strix have virtually no con-
  tact with other races, save for the humans that 
  wage war against them. Strix with this racial 
  trait gain no bonus languages from possess-
  ing a high Intelligence score, and learn 
  only one language per 2 ranks of the Lin-
  guistics skill that they possess. However, 
  their untrusting nature grants them a +1 
  bonus against all mind- affecting ef-
  fects except for fear effects.
  This racial trait replaces the suspi-
  cious trait.
  Strix Spell
  Strix have access to the follow-
  ing spell.
  Shatter Human Spirits
  School divination; Level antipala-
  din 1, cleric/oracle 1, inquisitor 1, 
  mesmerist 1
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 min./
  level (D)
  Saving Throw none; Spell Resistance 
  no 
  DESCRIPTION
  At the start of each round, you detect the pres-
  ence or absence of humans (Humanoids with 
  the human subtype, or creatures such as half-elves 
  and half-orcs that effectively count as human) 
  within the area of the spell. For each consecutive 
  round that you detect the presence of a human, 
  you gain a cumulative +1 bonus on the next In-
  timidate check that you attempt against a human, 
  as exposure to the human aura compounds your 
  fury and resentment toward members of that kind. 
  If you use this bonus to attempt to Intimidate a hu-
  man, the spell immediately ends.
  
  4
  Racial Archetypes
     As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide TM, 
  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.
  THE SWIFTWING CRUSADER                                                    
  (Strix Paladin Archetype) 
  Since the strix first came into contact with human-
  ity, they have fought a desperate battle against 
  man for control of their own lands. The swift-
  wing crusader is a champion of the strix people, 
  resolved to save his kin from human brutality.
  A swiftwing crusader has the following class fea-
  tures.
  Class Skills: A swiftwing crusader gains Fly as a 
  class skill.
  Manhunter (Su): A swiftwing crusader gains an 
  improved ability to kill or capture his ancient 
  enemy, man. As a swift action, the swiftwing 
  crusader can imbue one of his weapons with the 
  human bane weapon special ability. This abil-
  ity works similarly to the inquisitor’s bane class 
  feature, and counts as that class feature for all 
  intents and purposes. At the paladin’s option, all 
  additional damage dealt by this ability is nonle-
  thal damage.
  The swiftwing crusader may use this ability for up 
  to 3 rounds per day at 1st level, plus one ad-
  ditional round per day at 4th level and again at 
  every three levels thereafter, to a maximum of 9 
  rounds per day at 19th level. These rounds do 
  not need to be consecutive.
  At 20th level, whenever the swiftwing crusader 
  deals damage to a human using this ability, it 
  must succeed on a Fortitude saving throw with a 
  DC equal to (20 + the swiftwing crusader’s Cha-
  risma modifier) or be paralyzed for 2d6 rounds.
  This ability replaces smite evil and alters holy 
  champion.
  Oath Against Humanity (Ex): Like an oathbound 
  paladin (see the Pathfinder® Roleplaying Game: 
  Ultimate Magic sourcebook), a swiftwing cru-
  sader’s code of conduct is expanded as follows:
  “Always heed the call of a community in danger 
  from the savageries of humanity; be the first to 
  aid a settlement or tribe, and never withdraw 
  while a battle still rages. Show swift, unyielding 
  justice to humankind – but remember also that 
  humanity is an opponent which thinks you and 
  your people monstrous and wicked. Show, too, 
  mercy and civility to the races of men.”
  Additionally, a swiftwing crusader adds the fol-
  lowing spells to the paladin spell list at the indi-
  cated levels: 
   1st – command
   2nd – rage
   3rd – suggestion
   4th – freedom of movement
  This ability alters the paladin’s code of conduct.
  Scent Humanity (Su): A swiftwing crusader gains 
  the scent ability, but may only detect Human-
  oid creatures with the human subtype using this 
  ability.
  This ability replaces detect evil.
  Aura of Vigilance (Su): At 3rd level, a swiftwing 
  crusader gains Alertness as a bonus feat. If the 
  strix possesses the suspicious racial trait, the bo-
  nuses granted by that trait are increased to +4, 
  and each ally within 10 feet of him gains a +4 
  bonus on saving throws against illusion spells 
  and effects, and a +2 bonus on Perception and 
  Sense Motive skill checks. This ability functions 
  only while the swiftwing crusader is conscious, 
  not if he is unconscious or dead.
  This ability replaces aura of courage.
  
  5
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