TEXT: advaNced 
  Race GUide
  advaNced 
  Race GUide
  advaNced 
  Race GUide
  
  advaNced Race GUide
  advaNced Race GUide
  advaNced Race GUide
  CREDITS
  Lead Designer: James Jacobs
  Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson,  
  Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor
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  Creative Director: James Jacobs
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  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game  
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  This product makes use of the Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3, 
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  Pathfinder Roleplaying Game Advanced Race Guide is published by Paizo Publishing, LLC under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo 
  Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, 
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  First printing June 2012.
  Printed in China.
  
  INTRODUCTION	
  4
  CHAPTER	1:	CORE	RACES	
  6
  Dwarves	
  10
  Dwarf Racial Traits 
  10
  Alternate Racial Rules 
  11
  Racial Archetypes 
  13
  New Racial Rules 
  17
  Elves	
  20
  Elf Racial Traits 
  20
  Alternate Racial Rules 
  22
  Racial Archetypes 
  24
  New Racial Rules 
  26
  Gnomes	
  30
  Gnome Racial Traits 
  30
  Alternate Racial Rules 
  32
  Racial Archetypes 
  34
  New Racial Rules 
  36
  Half-Elves	
  40
  Half-Elf Racial Traits 
  40
  Alternate Racial Rules 
  42
  Racial Archetypes 
  43
  New Racial Rules 
  46
  Half-Orcs	
  50
  Half-Orc Racial Traits 
  50
  Alternate Racial Rules 
  52
  Racial Archetypes 
  53
  New Racial Rules 
  56
  Halflings	
  60
  Halfling Racial Traits 
  60
  Alternate Racial Rules 
  61
  Racial Archetypes 
  63
  New Racial Rules 
  65
  Humans	
  70
  Human Racial Traits 
  70
  Alternate Racial Rules 
  71
  Racial Archetypes & Bloodlines 
  73
  New Racial Rules 
  76
  CHAPTER	2:	FEATURED	RACES	
  80
  Aasimars	
  84
  Catfolk	
  90
  Dhampirs	
  96
  Drow	
  102
  Fetchlings	
  108
  TABLE	OF	CONTENTS
  Goblins	
  114
  Hobgoblins	
  120
  Ifrits	
  126
  Kobolds	
  132
  Orcs	
  138
  Oreads	
  144
  Ratfolk	
  150
  Sylphs	
  156
  Tengus	
  162
  Tieflings	
  168
  Undines	
  174
  CHAPTER	3:	UNCOMMON	RACES	 180
  Changelings	
  184
  Duergar	
  186
  Gillmen	
  188
  Gripplis	
  190
  Kitsune	
  192
  Merfolk	
  194
  Nagaji	
  196
  Samsarans	
  198
  Strix	
  200
  Sulis	
  202
  Svirfneblin	
  204
  Vanaras	
  206
  Vishkanyas	
  208
  Wayangs	
  210
  CHAPTER	4:	RACE	BUILDER	
  212
  Race	Examples	
  214
  Creating	a	New	Race	
  214
  Step	1:	Concept	
  214
  Step	2:	Racial	Qualities	
  215
  Step	3:	Racial	Traits	
  220
  Core	Race	Examples	
  239
  Expanded	Race	Examples	
  241
  Appendix	1:	Age	
  248
  Appendix	2:	Height	and	Weight	
  250
  Appendix	3:	Spells	
  251
  INDEX	
  253
  OPEN	GAME	LICENSE		
  255
  
  Introduction
  I
  n fantasy roleplaying games, race is fundamental. It 
  both provides a starting point for character creation 
  and sets the tone for a character as it progresses. 
  Race in the Pathfinder Roleplaying Game mixes biology 
  and culture, then translates those concepts into racial traits. 
  Yet since both biology and culture are mutable—especially 
  when one considers the powerful forces of magic—racial 
  traits can be so diverse that two elves can be extremely 
  different while still manifesting aspects of their shared 
  heritage and culture. A race’s traits, its history, its relations 
  with other races, and the culture that all of these things 
  imply—all of these frame your character. 
  This is true whether you play to or against the 
  stereotypes. A savage and bloodthirsty half-orc who 
  lives only for battle is fun to play, but so is a stern and 
  conflicted half-orc paladin constantly struggling to 
  keep her bloodlust in check. Both fit comfortably within 
  the theme of half-orc, but come off as very different 
  characters around the game table. The Advanced Race 
  Guide allows for both typical members of a race and the 
  interesting outliers that many players love to portray. 
  In purely mechanical terms, it provides a wealth of new 
  game material for the Pathfinder RPG’s playable races, 
  many available only to specific races in order to showcase 
  those aspects that make the races unique. 
  But the Advanced Race Guide is more than that. While 
  the Pathfinder RPG has always featured a variety of races 
  for players to roleplay, this book alone offers 36 different 
  playable races, not counting subraces, and this is merely a 
  starting point. Virtually all worlds and campaign settings 
  include open environmental and cultural niches that could 
  be filled by new races and cultures uniquely tailored to 
  them. Thus, this book also presents the race builder—a 
  system that enables you to create brand-new races for your 
  campaign worlds. These new rules allow you to make an 
  unlimited number of new races, both equivalent in power to 
  the races already in the game or more powerful if you want 
  to experiment with dangerously exotic new characters.
  4
  
  You hold in your hands a toolbox—a lexicon of the 
  various cultures and people who become heroes in the 
  world of Pathfinder, as well as everything you need 
  to create your own. Take your game someplace new, or 
  return to the old classics and see them as you’ve never 
  seen them before.
  NAVIGATING	THIS	BOOK
  This book is organized a little differently than other 
  Pathfinder RPG supplements. Typically, a book like 
  this is divided into separate chapters on classes, feats, 
  equipment, spells, and magic items. But since the main 
  theme of this book is race, most chapters instead present 
  a number of races, with each race’s entry containing new 
  alternate racial traits, favored class rewards, archetypes, 
  feats, equipment, magic items, spells, and more. Chapter 
  4 presents the exciting new race builder rules, and at the 
  end of the book you’ll find a table to aid you in quickly 
  locating the various spells presented in this book, along 
  with a standard index that includes feats and magic items. 
  Chapter 1—Core Races: This chapter reintroduces 
  the core races of the Pathfinder RPG. Each section of 
  this chapter presents one of the seven core races—
  dwarves, elves, gnomes, half-elves, half-orcs, halflings, 
  and humans—reprinting and expanding upon the 
  information about those races found in the Pathfinder 
  RPG Core Rulebook and the Pathfinder RPG Advanced 
  Player’s Guide. Here you’ll find all the background 
  material for each of these races and the standard racial 
  traits, as well as a number of alternative racial traits and 
  favored class rewards. 
  Furthermore, each of the core races takes the idea 
  of alternate racial traits a step further by presenting 
  a number of subraces for those races. These subraces 
  bundle a group of alternate class features together into 
  thematic categories that provide new takes on the existing 
  core races. From imperious humans to arctic elves to gear 
  gnomes, each subrace gives players a chance to play a core 
  race in a way that’s completely out of the ordinary. 
  But races are not all about racial traits and favored 
  class rewards. Each of the core races comes from a vibrant 
  culture with its own history, norms, and adventuring 
  outlooks. To represent this, each race’s entry presents a 
  number of new character options, such as race-specific 
  archetypes, adventuring equipment, feats, magic items, 
  and spells. 
  Chapter 2—Featured Races: Following the detailed 
  information on the core races, Chapter 2 provides a 
  selection of 15 featured races. From the celestial aasimar 
  to the fiendish tiefling, and from the feathery and 
  mischievous tengu to the shadowy and spiteful drow, 
  featured races are those peoples just beyond the core 
  races in their exoticism, who despite their relative rarity 
  are still likely familiar faces for adventuring groups. As in 
  Chapter 1, each of these entries presents information on 
  the race’s culture, society, interactions with other races, 
  and how the race fits into Pathfinder’s cosmology. Each 
  section details a number of alternate racial traits, favored 
  class rewards, archetypes, feats, equipment, magic 
  items, and spells designed specifically for those players 
  interested in creating such characters. 
  Chapter 3—Uncommon Races: Some races are so rare 
  as to seem strange and monstrous to many of the core 
  races, yet that doesn’t mean they can’t make for fun and 
  exciting characters. Many of them, like the gripplis, 
  rarely leave their isolated homes, while others, like the 
  kitsune, nagaji, and samsarans, may be more common 
  in far-off lands, but are rare and wondrous in a baseline 
  campaign. While the entries for the uncommon races are 
  shorter than those of either the core or featured races, 
  they provide a number of new options for those who want 
  to play a truly exotic race. Each of the 14 uncommon race 
  entries presented here feature a handful of alternate 
  racial traits and favored class rewards; a single archetype; 
  and a mix of feats, equipment, magic items, and spells. 
  Chapter 4—Race Builder: The last chapter of this 
  book introduces a new race-creation system that was 
  extensively playtested by the gaming community at 
  paizo.com. This race builder allows you to mix and 
  match new and existing racial traits using a Race Point 
  system to create new playable races for your campaign. 
  This system is not merely a matrix of costs and values, 
  but also an essential tool for crafting your race’s story 
  and finding its niche within your game world. In this 
  chapter you’ll find the point costs for the racial abilities 
  and traits of the races described in the other chapters 
  of the Advanced Race Guide—these examples are there to 
  provide you with benchmarks for your own race creation. 
  Use them to make sure your new races are balanced, or 
  treat them as a foundation from which you can build 
  more powerful versions of existing races by increasing 
  the Race Point value and adding new and appropriately 
  themed racial traits. This is especially useful if you 
  want to create the possibility of more monstrous 
  races coexisting with standard races—you can create 
  supercharged versions of dwarves, elves, half lings, and 
  other core races, with each variant roughly balanced 
  against the others, thus providing a high-powered but 
  roughly even playing field.
  Lastly, a few examples of new and monstrous races 
  are presented throughout the chapter, allowing you to 
  insert even more racial diversity into your Pathfinder 
  game without having to build a new race from whole 
  cloth. Incorporate them as presented, or pick them apart 
  and rebuild them yourself. You have the tools now—the 
  possibilities are endless.
  5
  Introduction
  Introduction
  
  Core Races
  1
  
  Valeros roared in 
  frustration as his 
  sword opened another orc 
  throat. “I thought that stupid 
  groundhog said the settlers 
  were human! ”
  “He’s a badger!” Lini called 
  back. “What do you expect? 
  Anyone who walks on two legs 
  looks the same to him.”
  “Will you two shut up?” 
  Lines of blue lightning shot 
  from Seltyiel’s fist, melting 
  orc eyes to pallid jelly. “If you 
  want to knife-fight over it 
  later, I’ll watch happily. But 
  if I die on some orc spear, I 
  swear I’ll haunt you both.”
  Lini laughed and whipped 
  her sickle in a bloody circle. In 
  the distance, drums pounded...
  
  Core Races
  Race is an important part of what makes characters who 
  they are, yet it’s often all too easy to gloss over the details. 
  After all, most people know the basics: dwarves are 
  short, elves live a long time, and gnomes are dangerously 
  curious. Half-orcs are ugly. Humans are—well, human. 
  To some players, choosing a race is simply a matter of 
  finding which racial modifiers best fit a character’s class. 
  Yet there’s so much more to race than that. From their deep 
  halls beneath craggy mountains, dwarves sing mournful 
  ballads that teach children of the heroes of old, helping them 
  dream of the day when they might give their own lives in 
  the stronghold’s defense. In the spires of their forest cities, 
  elves find a kinship with nature, as the great trees are some 
  of the few non-elven friends who won’t grow old and wither 
  before their eyes. By exploring the cultures and traditions of 
  a character’s race, we can better understand where she comes 
  from and what makes her tick, thus immersing ourselves 
  that much deeper in the campaign world.
   This chapter is designed to help you get the most out 
  of the seven core races presented in the Pathfinder RPG 
  Core Rulebook, in terms of both mechanics and f lavor. 
  Herein you will find all the racial information presented 
  in that book and the Advanced Player’s Guide, along with a 
  number of new rules options such as new alternate racial 
  traits and favored class rewards, explorations of racial 
  subtypes, new racial archetypes, and more. The races 
  covered in this chapter include the following.
  Dwarves: These short and stocky defenders of mountain 
  fortresses are often seen as stern and humorless. Known 
  for mining the earth’s treasures and crafting magnificent 
  items from ore and gemstones, they have an unrivaled 
  affinity for the bounties of the deep earth. Dwarves also 
  have a tendency toward traditionalism and isolation that 
  sometimes manifests as xenophobia.
  Elves: Tall, noble, and often haughty, elves are long-
  lived and subtle masters of the wilderness. Elves excel 
  in the arcane arts. Often they use their intrinsic link to 
  nature to forge new spells and create wondrous items that, 
  like their creators, seem nearly impervious to the ravages 
  of time. A private and often introverted race, elves can give 
  the impression they are indifferent to the plights of others.
  Gnomes: Expatriates of the strange land of fey, these 
  small folk have a reputation for flighty and eccentric 
  behavior. Many gnomes are whimsical artisans and tinkers, 
  creating strange devices powered by magic, alchemy, and 
  their quirky imagination. Gnomes have an insatiable need 
  for new experiences that often gets them in trouble.
  Half-Elves: Often caught between the worlds of their 
  progenitor races, half-elves are a race of both grace and 
  contradiction. Their dual heritage and natural gifts often 
  create brilliant diplomats and peacemakers, but half-elves 
  are often susceptible to an intense and even melancholic 
  isolation, realizing that they are never truly part of elven 
  or human society. 
  Half-Orcs: Often fierce and savage, sometimes 
  noble and resolute, half-orcs can manifest the best and 
  worst qualities of their parent races. Many half-orcs 
  struggle to keep their more bestial natures in check in 
  order to epitomize the most heroic values of humanity. 
  Unfortunately, many outsiders see half-orcs as hopeless 
  abominations devoid of civility, if not monsters unworthy 
  of pity or parley. 
  Halflings: Members of this diminutive race find 
  strength in family, community, and their own innate and 
  seemingly inexhaustible luck. While their fierce curiosity 
  is sometimes at odds with their intrinsic common sense, 
  halflings are eternal optimists and cunning opportunists 
  with an incredible knack for getting out the worst situations. 
  Humans: Ambitious, sometimes heroic, and always 
  confident, humans have an ability to work together toward 
  common goals that makes them a force to be reckoned 
  with. Though short-lived compared to other races, their 
  boundless energy and drive allow them to accomplish 
  much in their brief lifetimes.
  GENERAL DESCRIPTION
  Each race’s entry begins with a general description 
  of the race, followed by specific entries for the race’s 
  physical description, society, relations with other 
  races, alignment and religion, and members’ common 
  motivation for adventuring. 
  RACIAL TRAITS
  Each race’s entry features a sidebar listing the race’s standard 
  racial traits. This information includes the race’s type, size, 
  vision, and base speed, as well as a number of other traits 
  common to most members of the race. With your GM’s 
  permission, you will also have the option to exchange these 
  standard racial traits for a number of alternate racial traits, 
  the rules for which are provided in the section below. 
  ALTERNATE RACIAL RULES
  Alternate racial rules allow you to exchange existing racial 
  traits for new ones or gain new favored class rewards based 
  on your character’s race. The general rules for alternate 
  racial traits and alternate favored class options are 
  summarized below. 
  Alternate Racial Traits: This section lists alternate 
  racial traits for each of the seven core races. Many of them 
  play on racial themes not reflected in the standard racial 
  traits, like the elven alternate racial trait fleet-footed, 
  which grants the Run feat and a bonus on initiative checks 
  instead of the normal keen senses and weapon familiarity 
  8
  
  traits, reflecting the grace and uncanny reflexes of that 
  race. To take one of these alternate racial traits, you must 
  exchange one or more of the existing standard racial traits 
  available to the race. You can exchange one or several of the 
  standard racial traits, but you cannot exchange the same 
  racial trait more than once. For example, an elf who takes 
  the fleet-footed racial trait cannot take the urbanite racial 
  trait, because the latter trait also replaces keen senses. 
  Racial Subtypes: This section presents a number of 
  select racial subtypes for each of the core races. Racial 
  subtypes give a brief description of what makes the subrace 
  different and presents a suite of alternate racial traits that 
  subrace gains instead of the race’s standard racial traits. 
  Favored Class Options: These rules allow each race to 
  take alternate rewards when a member of that race gains 
  a level in her favored class. Each of these replaces the 
  normal reward for having a level in a favored class—either 
  gaining 1 extra hit point or 1 extra skill rank each time 
  a member of the race takes a level in that class. Unlike 
  those general rewards, the alternate favored class options 
  usually speak directly to the features and options of the 
  class in question. Most of them are plays on the flavor 
  of the race, such as a gnome’s curiosity about alchemical 
  devices or a halfling’s innate luck. 
  When choosing one of these favored class options, the 
  reward is gained on a level-by-level basis. Unless otherwise 
  noted, these benefits always stack with themselves. For 
  example, a halfling fighter adds +1 to his CMD when resisting 
  a trip or a grapple each time he gains a level; choosing this 
  benefit twice increases the bonus to a total of +2, choosing it 
  10 times increases the bonus to a total of +10, and so on.
  In other cases, these rewards may have a fixed numerical 
  limit, after which selecting such a favored class reward 
  again has no effect. In these cases you can always select the 
  standard reward for taking a level in a favored class. 
  Some of these alternate class rewards only add +1/2, +1/3, 
  +1/4, or +1/6 on a roll (rather than +1) each time the reward 
  is selected. When applying this type of result to a die roll, 
  always round down (minimum 0). For example, a half-orc 
  with gunslinger as her favored class adds a +1/4 bonus on 
  attack rolls and a +1/2 bonus on damage rolls when using 
  the pistol whip deed each time she selects that favored 
  class bonus, though this means the net effect is +0 on each 
  after selecting it once (because both +1/4 and +1/2 rounds 
  down to 0). After 20 levels, this benefit gives the half-orc a 
  +5 bonus on attack rolls and a +10 bonus on damage rolls 
  when using the pistol whip deed (in addition to the base 
  value from being a 20th-level gunslinger).
  RACIAL ARCHETYPES
  This section presents two archetypes for each of the 
  expanded races. Sometimes, an entry in this section 
  presents a new cavalier order or sorcerer bloodline instead 
  of an archetype. Typically, only members of the section’s 
  race can take the listed archetype, bloodline, or order, 
  though such options rarely interact with the racial traits 
  or alternate racial traits of that race. An archetype usually 
  features a thematic link to the race, granting it class 
  features that complement the abilities and the background 
  of the race. Because adventurers are often societal outliers, 
  sometimes these archetypes feature a theme that is the 
  exception to the norm for racial tendencies. The following 
  is a list of all the archetypes featured in this chapter, 
  listed by race. The class for each archetype is listed in 
  parentheses. If the option is a sorcerer bloodline instead 
  of an archetype, this is also called out in parentheses.  
  Dwarves: Exarch (inquisitor), forgemaster (cleric), 
  stonelord (paladin).
  Elves: Ancient lorekeeper (oracle), spell dancer (magus), 
  spellbinder (wizard), treesinger (druid). 
  Gnomes: 
  Experimental 
  gunsmith 
  (gunslinger), 
  prankster (bard), saboteur (alchemist).
  Half-Elves: Bramble brewer (alchemist), bonded witch 
  (witch), wild caller (summoner), wild shadow (ranger). 
  Half-Orcs: Blood god disciple (summoner), hateful rager 
  (barbarian), redeemer (paladin), skulking slayer (rogue). 
  Halflings: Community guardian (oracle), filcher 
  (rogue), order of the paw (cavalier), underfoot adept (monk).
  Humans: Buccaneer (gunslinger), feral child (druid), 
  imperious bloodline (sorcerer), wanderer (monk).
  NEW RACIAL RULES
  The final section of each race entry provides new rules 
  options for the race other than archetypes. The new racial 
  rules are split up into four sections, each described below.
  Equipment: The equipment section for each race 
  provides new rules for standard and alchemical 
  equipment available to the race. Often such equipment is 
  available on the open market and members of other races 
  can purchase it, but many times, especially in the case of 
  alchemical equipment, it has no effect, lesser effects, or 
  even detrimental effects on members of other races.
  Feats: This section provides new racial feats for members 
  of this race. These feats often play off a particular theme 
  of the race and in many cases expand or empower racial 
  traits of that race. All of these feats have the race in their 
  prerequisites, so members of other races cannot take them.
  Magic Items: Magic items provided in this section are 
  often created and used exclusively by members of the race. 
  Some have effects that interact with racial traits, but others 
  have broader uses, and can be used by members of other races.
  Spells: The spells in this section are common to 
  spellcasting members of the race. Sometimes they only 
  target members of the race, but often they are just the 
  race’s well guarded secrets; members of other races can 
  learn to cast them with GM permission.
  9
  Core Races
  Core Races 1
  
  Dwarves
  Dwarves are a stoic but stern race, ensconced in cities carved 
  from the hearts of mountains and fiercely determined 
  to repel the depredations of savage races like orcs and 
  goblins. More than any other race, dwarves have acquired 
  a reputation as dour and humorless artisans of the earth. It 
  could be said that their history shapes the dark disposition 
  of many dwarves, for they reside in high mountains and 
  dangerous realms below the earth, constantly at war with 
  giants, goblins, and other such horrors.
  Dwarves are lovers of history and tradition, and their 
  long lifespan leads to far less in the way of generational 
  shifts in attitudes, styles, fashions, and trends than 
  shorter-lived races exhibit. If a thing is not broken, they 
  do not fix it or change it; and if it is broken, they fix it 
  rather than replace it. Thrifty as a rule, dwarves are loath 
  to discard anything unless it is truly ruined and unable 
  to be fixed. At the same time, dwarves’ meticulous, 
  near-obsessive attention to detail and durability in their 
  craftsmanship makes that a rare occurrence, as the things 
  they make are built to last. As a result, buildings, artwork, 
  tools, housewares, garments, weapons, and virtually 
  everything else made by dwarves still sees regular use at 
  an age when such items would be relegated to museum 
  pieces, dusty antique shelves, or junkyard fodder by other 
  races. Taken together, these traits create the impression 
  that dwarves are a race frozen in time.
  Nothing could be further from the truth, however, as 
  dwarves are both thoughtful and imaginative, willing to 
  experiment, if always keen to refine and perfect a new 
  technique or product before moving on to the next one. 
  Dwarves have achieved feats of metallurgy, stonework, 
  and engineering that have consistently outpaced the 
  technological advances of other races, though some non-
  dwarven races have used magic to supplement and perfect 
  their own creations to achieve the same ends through 
  Dwarf Racial Traits
  +2 Constitution, +2 Wisdom, –2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
  Medium: Dwarves are Medium creatures and receive no bonuses or penalties due to their size.
  Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified 
  by armor or encumbrance.
  Darkvision: Dwarves can see in the dark up to 60 feet.
  Defensive Training: Dwarves gain a +4 dodge bonus to AC against monsters 
  of the giant subtype.
  Greed: Dwarves gain a +2 racial bonus on Appraise checks made to determine 
  the price of nonmagical goods that contain precious metals or gemstones.
  Hatred: Dwarves gain a +1 racial bonus on attack rolls against humanoid 
  creatures of the orc and goblinoid subtypes because of their special training 
  against these hated foes.
  Hardy: Dwarves gain a +2 racial bonus on saving throws against 
  poison, spells, and spell-like abilities.
  Stability: Dwarves gain a +4 racial bonus to their Combat 
  Maneuver Defense when resisting a bull rush or trip 
  attempt while standing on the ground.
  Stonecunning: Dwarves gain a +2 bonus on 
  Perception checks to notice unusual stonework, 
  such as traps and hidden doors located in stone 
  walls or floors. They receive a check to notice 
  such features whenever they pass within 10 feet 
  of them, whether or not they are actively looking.
  Weapon Familiarity: Dwarves are proficient with 
  battleaxes, heavy picks, and warhammers, and treat 
  any weapon with the word “dwarven” in its name as a 
  martial weapon.
  Languages: Dwarves begin play speaking Common and 
  Dwarven. Dwarves with high Intelligence scores can choose from 
  the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  1010
  
  mystical rather than mundane means. They are also a race 
  typified by stubborn courage and dedication to seeing 
  tasks through to completion, whatever the risks. These 
  traits have led dwarves to explore and settle in extreme 
  environments that would cause other races to quail and 
  retreat. From the darkest depths of the underworld to the 
  highest mountain peaks, from rusting iron citadels along 
  desolate rocky coasts to squat jungle ziggurats, dwarves 
  have established their enclaves and redoubts, holding them 
  against all comers or perishing to the last and leaving only 
  their enduring monuments to stand as their legacy. 
  While it is said that dwarves are not venturesome 
  or inventive, it would be more accurate to say that they 
  maintain a focus on and dedication to each task they 
  undertake and every change they adopt, vetting such 
  changes thoroughly before adopting them wholeheartedly. 
  When faced with new circumstances and new needs, they 
  react by applying tried and true tools and techniques 
  systematically, using existing methods whenever possible 
  rather than trying to invent novel solutions for every 
  situation. If necessity requires, however, they throw 
  themselves with equal vigor into developing the next 
  perfect procedure for demolishing the obstacles that get in 
  their way. Once their desired goal is obtained, they focus 
  on consolidating each new piece of territory or conceptual 
  advance. Dwarves thus rarely overextend themselves, but 
  they also may miss opportunities to seize the initiative 
  and maximize the advantages they create. 
  Physical Description: Dwarves are a short and stocky 
  race, and stand about a foot shorter than most humans, 
  with wide, compact bodies that account for their burly 
  appearance. Male and female dwarves pride themselves on 
  the long length of their hair, and men often decorate their 
  beards with a variety of clasps and intricate braids. Clean-
  shavenness on a male dwarf is a sure sign of madness, or 
  worse—no one familiar with their race trusts a beardless 
  dwarven man.
  Society: The great distances between dwarves’ 
  mountain citadels account for many of the cultural 
  differences that exist within their society. Despite these 
  schisms, dwarves throughout the world are characterized 
  by their love of stonework, their passion for stone- and 
  metal-based craftsmanship and architecture, and their 
  fierce hatred of giants, orcs, and goblinoids. In some 
  remote enclaves, such as those areas where these races are 
  uncommon or unheard of, dwarves’ fixation on security 
  and safety combined with their rather pugnacious nature 
  leads them to find enemies or at least rivals wherever 
  they settle. While they are not precisely militaristic, they 
  learned long ago that those without axes can be hewn 
  apart by them, and thus dwarves everywhere are schooled 
  to be ready to enforce their rights and claims by force of 
  arms. When their patience with diplomacy is exhausted, 
  dwarves do not hesitate to adopt what they call “aggressive 
  negotiations.”
  Relations: Dwarves and orcs have long dwelt in 
  proximity to one another, and share a history of violence 
  as old as both races. Dwarves generally distrust and shun 
  half-orcs. They find elves, gnomes, and halflings to be too 
  frail, flighty, or “pretty” to be worthy of proper respect. 
  It is with humans that dwarves share the strongest link, 
  for humans’ industrious nature and hearty appetites come 
  closest to matching those of the dwarven ideal.
  Alignment and Religion: Dwarves are driven by 
  honor and tradition. While they are often stereotyped as 
  standoffish, they have a strong sense of friendship and 
  justice, and those who win their trust understand that 
  while they work hard, they play even harder—especially 
  when good ale is involved. Most dwarves are lawful good.
  Adventurers: Although dwarven adventurers are rare 
  compared to humans, they can be found in most regions 
  of the world. Dwarves often leave the confines of their 
  redoubts to seek glory for their clans, to find wealth with 
  which to enrich the fortress-homes of their birth, or to 
  reclaim fallen dwarven citadels from racial enemies. 
  Dwarven warfare is often characterized by tunnel fighting 
  and melee combat, and as such most dwarves tend toward 
  classes such as fighters and barbarians.
  Male Names: Dolgrin, Grunyar, Harsk, Kazmuk, 
  Morgrym, Rogar.
  Female Names: Agna, Bodill, Ingra, Kotri, Rusilka, Yangrit.
  ALTERNATE RACIAL RULES
  While most think of dwarves as a relatively homogenous 
  race, many clans have adapted over the years to better 
  survive in harsh and varied environments. The following 
  options represent some of that customization, and can be 
  taken by any dwarf character.
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  the standard dwarf racial traits. Consult your GM before 
  selecting any of these new options.
  Ancient Enmity: Dwarves have long been in conflict 
  with elves, especially the hated drow. Dwarves with this 
  racial trait receive a +1 racial bonus on attack rolls against 
  humanoid creatures of the elf subtype. This racial trait 
  replaces hatred.
  Craftsman: Dwarves are known for their superior 
  craftsmanship when it comes to metallurgy and stonework. 
  Dwarves with this racial trait receive a +2 racial bonus on 
  all Craft or Profession checks related to metal or stone. 
  This racial trait replaces greed.
  Deep Warrior: Dwarves with this racial trait grew up 
  facing the abominations that live deep beneath the surface. 
  They receive a +2 dodge bonus to AC against monsters of the 
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  aberration type and a +2 racial bonus on combat maneuver 
  checks made to grapple such creatures (or to continue a 
  grapple). This racial trait replaces defensive training.
  Giant Hunter: Dwarves with this racial trait gain a +1 
  bonus on attack rolls against humanoids with the giant 
  subtype. Furthermore, they gain a +2 bonus on Survival 
  checks to find and follow tracks made by humanoids with 
  the giant subtype. This racial trait replaces the hatred 
  racial trait.
  Lorekeeper: Dwarves keep extensive records about 
  their history and the world around them. Dwarves with 
  this racial trait receive a +2 racial bonus on Knowledge 
  (history) checks that pertain to dwarves or their enemies. 
  They can make such skill checks untrained. This racial 
  trait replaces greed.
  Magic Resistant: Some of the older dwarven clans are 
  particularly resistant to magic. Dwarves with this racial 
  trait gain spell resistance equal to 5 + their character level. 
  This resistance can be lowered for 1 round as a standard 
  action. Dwarves with this racial trait take a –2 penalty on 
  all concentration checks made in relation to arcane spells. 
  This racial trait replaces hardy.
  Minesight: Dwarves with this racial trait increase the 
  range of their darkvision to 90 feet; however, they are 
  automatically dazzled in bright light and take a –2 penalty 
  on saving throws against effects with the light descriptor. 
  This racial trait replaces darkvision.
  Mountaineer: Mountain dwarves are skilled at climbing 
  and navigating narrow ledges. Dwarves with this racial 
  trait are immune to altitude sickness and do not lose their 
  Dexterity bonus to AC when making Climb or Acrobatics 
  checks to cross narrow or slippery surfaces. This racial 
  trait replaces stability. 
  Relentless: Dwarves are skilled at pushing their way 
  through a battlefield, tossing aside lesser foes with ease. 
  Dwarves with this racial trait receive a +2 bonus on 
  combat maneuver checks made to bull rush or overrun an 
  opponent. This bonus only applies while both the dwarf 
  and his opponent are standing on the ground. This racial 
  trait replaces stability.
  Rock Stepper: Dwarves with this racial trait can 
  skillfully negotiate rocky terrain. They can ignore 
  difficult terrain created by rubble, broken ground, or 
  steep stairs when they take a 5-foot step. This racial trait 
  replaces stonecunning.
  Saltbeard: Dwarves occasionally found iron cities along 
  rugged seacoasts, and natives of such cities gain a +2 bonus 
  on Profession (sailor) and Survival checks while at sea. 
  They gain a +1 racial bonus on attack rolls and a +2 dodge 
  bonus to AC against creatures with the aquatic or water 
  subtype. Their greed racial trait applies only to treasure 
  found in or under the water, but applies to all such 
  treasure regardless of whether or not it contains metal or 
  gemstones. This racial trait replaces defensive training, 
  hatred, and stonecunning.
  Sky Sentinel: As creatures with a deep affinity for the 
  ground, dwarves are wary of attacks from above. Enemies 
  on higher ground gain no attack roll bonus against dwarves 
  with this racial trait, and they gain a +1 racial bonus on 
  attack rolls, a +2 dodge bonus to AC, and a +2 bonus on 
  Perception checks against flying creatures. This racial trait 
  replaces defensive training, hatred, and stonecunning. 
  Stonesinger: Some dwarves’ affinity for the earth 
  grants them greater powers. Dwarves with this racial trait 
  are treated as one level higher when casting spells with 
  the earth descriptor or using granted powers of the Earth 
  domain, the bloodline powers of the earth elemental 
  bloodline, and revelations of the oracle’s stone mystery. 
  This ability does not give them early access to level-based 
  powers; it only affects the powers they could use without 
  this ability. This racial trait replaces stonecunning.
  Stubborn: Dwarves are renowned for their stubbornness. 
  Dwarves with this racial trait receive a +2 racial bonus 
  on Will saves to resist spells and spell-like abilities of 
  the enchantment (charm) and enchantment (compulsion) 
  schools. In addition, if they fail such a save, they receive 
  another save 1 round later to prematurely end the effect 
  (assuming it has a duration greater than 1 round). This 
  second save is made at the same DC as the first. If the 
  dwarf has a similar ability from another source (such 
  as a rogue’s slippery mind), he can only use one of these 
  abilities per round, but he can try the other on the second 
  round if the first reroll ability fails. This racial trait 
  replaces hardy. 
  Surface Survivalist: Some dwarves have dwelt so long 
  aboveground they have lost their ability to see at night. 
  However, their adaptation to extreme environments 
  allows them to treat wind conditions (when determining 
  whether or not they are checked or blown away) and either 
  hot or cold climates (choose one) as one step less severe. 
  This racial trait replaces darkvision.
  Xenophobic: Isolationist dwarves despise non-dwarven 
  humanoids. They speak only Dwarven and do not gain 
  any bonus languages from possessing a high Intelligence 
  score. In addition, they learn only one language per 2 ranks 
  of Linguistics they possess. However, their untrusting 
  nature gives them a +1 bonus against mind-affecting 
  effects, except for fear affects. This racial trait replaces a 
  dwarf’s normal languages.
  Wyrmscourged: Dwarves with this racial trait gain a  
  +1 bonus on attack rolls and a +2 dodge bonus to AC and on 
  saving throws against the exceptional, supernatural, and 
  spell-like abilities of dragons. They also gain a +2 racial 
  bonus on Knowledge (arcana) checks to identify dragons 
  and can make such checks untrained. This racial trait 
  replaces defensive training, hatred, and stonecunning.
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  Racial Subtypes
  You can combine various alternate racial traits to create 
  dwarven subraces or variant races, such as the following.
  Deep Delver: Dwarves living far below the earth 
  have the minesight and deep warrior racial traits. Deep 
  delver spellcasters may exchange stonecunning for the 
  stonesinger trait.
  Elder Dwarf: Traditionalist dwarves of ancient lineage 
  have the ancient enmity, lorekeeper, and either the magic 
  resistant or stubborn racial traits. 
  Exiled Dwarf: Dwarves who have lost their homelands 
  usually have the relentless and stubborn racial traits, and 
  often have wyrmscourged as well.
  Mountain Dwarf: Dwarves living atop high peaks have 
  the mountaineer racial trait and often surface survivalist 
  as well. Mountain dwarves are also trained to defend their 
  homes, and may take the sky sentinel and xenophobic 
  traits instead.
  Favored Class Options
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, dwarves 
  have the option of choosing from a number of other 
  bonuses, depending upon the character’s favored class. 
  The following options are available to all dwarves who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the listed favored 
  class reward.
  Alchemist: Add +1/4 to the alchemist’s natural armor 
  bonus when using his mutagen.
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Bard: Reduce arcane spell failure chance for casting 
  bard spells when wearing medium armor by +1%. Once the 
  total reaches 10%, the bard also receives Medium Armor 
  Proficiency, if he does not already possess it.
  Cavalier: Add +1/2 to the cavalier’s bonus to damage 
  against targets of his challenge.
  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: Select one domain power granted at 1st level 
  that is normally usable a number of times per day equal to  
  3 + the druid’s Wisdom modifier. The druid adds +1/2 to 
  the number of uses per day of that domain power.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  bull rush or trip.
  Gunslinger: Reduce the misfire chance for one type of 
  firearm by 1/4. You cannot reduce the misfire chance of a 
  firearm below 1.
  Inquisitor: Add +1/2 to the inquisitor’s level for the 
  purpose of determining the effects of one type of judgment. 
  Magus: Select one known magus arcana usable only once 
  per day. The magus adds +1/6 to the number of times it can 
  be used per day. Once that magus arcana is usable twice per 
  day, the magus must select a different magus arcana. 
  Monk: Reduce the Hardness of any object made of clay, 
  stone, or metal by 1 whenever the object is struck by the 
  monk’s unarmed strike (minimum of 0).
  Oracle: Reduce the penalty for not being proficient 
  with one weapon by 1. When the nonproficiency penalty 
  for a weapon becomes 0 because of this ability, the oracle 
  is treated as having the appropriate Martial or Exotic 
  Weapon Proficiency feat with that weapon.
  Paladin: Add a +1 bonus on concentration checks when 
  casting paladin spells.
  Ranger: Add a +1/2 bonus on wild empathy checks to 
  influence animals and magical beasts that live underground.
  Rogue: Add a +1/2 bonus on Disable Device checks 
  regarding stone traps and a +1/2 bonus to trap sense 
  regarding stone traps.
  Sorcerer: Add +1/2 to acid and earth spell or spell-like 
  ability damage.
  Summoner: Add a +1/4 natural armor bonus to the AC of 
  the summoner’s eidolon.
  Witch: Add +1/4 natural armor bonus to the AC of the 
  witch’s familiar.
  Wizard: Select one item creation feat known by the 
  wizard. Whenever he crafts an item using that feat, the 
  amount of progress he makes in an 8-hour period increases 
  by 200 gp (50 gp if crafting while adventuring). This does 
  not reduce the cost of the item; it just increases the rate at 
  which the item is crafted.
  RACIAL ARCHETYPES
  The following racial archetypes are available to dwarves.
  Exarch (Inquisitor)
  The gruff traditionalism of most dwarves finds its apex 
  in those who adhere to a strict orthodoxy rooted in 
  ancient principles and practices and who are not amenable 
  whatsoever to change or innovation. 
  Spells: Exarchs cannot cast spells with the chaotic 
  descriptor.
  Inflexible Will (Ex): At 1st level, an exarch gains a  
  +2 bonus on saving throws against confusion and insanity 
  effects and effects with the chaotic descriptor. This ability 
  replaces monster lore.
  Detect Chaos (Sp): At will, an exarch can use detect chaos. 
  This ability replaces detect alignment.
  Fearsome Jurist (Su): At 5th level, an exarch can imbue 
  one of her weapons with the jurist or menacing weapon 
  special ability as a swift action, and may switch between 
  these properties as a swift action. When using either 
  special ability, her weapon’s critical threat range doubles 
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  Core Races 1
  
  against chaotic creatures. This does not stack with keen 
  edge, Improved Critical, or similar effects. This ability 
  otherwise functions as and replaces bane. 
  Aura of Repetition (Su): At 8th level, once per day 
  while using her judgment, an exarch can project an aura 
  of repetition, as the Toil subdomain power (Advanced 
  Player’s Guide 97). If the exarch takes Artifice (Toil) as 
  her domain, the save DC of her aura increases by 2 but 
  its duration does not increase. This ability replaces her 
  second judgment.
  Double Jeopardy (Su): At 12th level, whenever an exarch 
  uses her fearsome jurist ability, she may choose to affect 
  two weapons, with one gaining the jurist weapon special 
  ability and the other the menacing special ability as above. 
  Both special abilities may be combined in a single weapon, 
  whose critical threat range doubles. This does not stack 
  with keen edge, Improved Critical, or similar effects. This 
  ability replaces greater bane. 
  Aura of Reversion (Su): At 16th level, while using 
  her judgment, an exarch can project a 30-foot-radius 
  emanation for a number of rounds per day equal to her 
  inquisitor level. Any creature other than the exarch that 
  is using a transmutation effect within this aura at the 
  beginning of its turn becomes sickened, or sickened and 
  nauseated if using a polymorph effect, including the 
  change shape ability (Fortitude negates; DC 10 + 1/2 the 
  exarch’s level + her Wisdom modifier). Continuous effects 
  from permanent magical items do not cause this effect. 
  Within the aura, dispel checks against transmutation 
  effects gain a +4 bonus. This ability cannot be used 
  simultaneously with aura of repetition. This ability 
  replaces her third judgment.
  Foehammer (Fighter)
  While the axe is the most famous dwarven weapon, the 
  hammer is at the heart of dwarves’ heritage as forgemasters 
  and warriors alike. 
  Sledgehammer (Ex): At 3rd level, a foehammer wielding 
  a hammer gains a +2 circumstance bonus on combat 
  maneuver checks made to bull rush, overrun, sunder, or 
  trip. This ability replaces armor training 1.
  Weapon Training (Ex): At 5th level, a foehammer must 
  select hammers and does not gain weapon training with 
  other groups, though his weapon training bonus improves 
  by +1 every four levels after 5th.
  Hammer to the Ground (Ex): At 7th level, when a 
  foehammer succeeds at a bull rush combat maneuver, he 
  can make a trip combat maneuver at the end of the bull 
  rush. If he does not move with the target, the force of his 
  blow may still trip his foe, but he takes a –5 penalty on the 
  combat maneuver check to trip. 
  1414
  
  At 15th level, any creature a foehammer successfully bull 
  rushes is automatically knocked prone at the end of the 
  bull rush. This ability replaces armor training 2 and 4. 
  Rhythmic Blows (Ex): At 9th level, each time that a 
  foehammer hits a target, he gains a +1 bonus on attack rolls 
  against that target. This bonus stacks with each hit against 
  that target, but lasts only until the end of the foehammer’s 
  turn. This ability replaces weapon training 2.
  Piledriver (Ex): At 11th level, as a standard action, a 
  foehammer may make a single melee attack with a weapon 
  from the hammer weapon training group. If the attack 
  hits, he may make a bull rush or trip combat maneuver 
  against the target of his attack as a free action that does 
  not provoke an attack of opportunity. This ability replaces 
  armor training 3. 
  Ground Breaker (Ex): At 13th level, as a full-round action, 
  a foehammer may strike the ground with his hammer. If 
  the attack deals more damage than the floor’s hardness, 
  the space he occupies and all adjacent squares become 
  difficult terrain. Creatures in those squares, except for 
  the foehammer, are knocked prone (DC 15 Reflex negates). 
  This ability replaces weapon training 3.
  Hammer Master (Ex): At 17th level, any combat feats 
  a foehammer has learned with any weapon from the 
  hammer weapon training group (e.g., Improved Critical, 
  Weapon Focus) apply to all weapons from that group. This 
  ability replaces weapon training 4.
  Devastating Blow (Ex): At 19th level, as a standard 
  action, a foehammer may make a single melee attack with 
  a weapon from the hammer weapon training group at a  
  –5 penalty. If the attack hits, it is treated as a critical threat. 
  Weapon special abilities that only activate on a critical hit 
  do not activate if this critical hit is confirmed. This ability 
  replaces armor mastery.
  Weapon Mastery (Ex): A foehammer must choose a 
  weapon from the hammer group. 
  Forgemaster (Cleric)
  Forgemasters are priestly dwarves who are ritual casters 
  and expert enchanters, able to produce their rune-graven 
  armaments with astonishing speed. 
  Artificer: A forgemaster gains only one domain, which 
  must be the Artifice domain (not including subdomains). 
  If she worships a deity, it must grant the Artifice domain. 
  Steel Spells: A forgemaster adds the following spells to 
  her spell list (spells marked with an asterisk [*] are found 
  in the Advanced Player’s Guide): 1st—crafter’s curse*, crafter’s 
  fortune*, lead blades*; 2nd—chill metal, heat metal, shatter; 
  3rd—keen edge, versatile weapon*; 8th—iron body, repel metal 
  or stone.
  Divine Smith (Su): Whenever a forgemaster casts a spell 
  that targets a weapon, shield, or armor, the spell takes effect 
  at +1 caster level. If the spell has one or more metamagic 
  feats applied, she reduces the total level adjustment to the 
  spell by 1 (minimum 0). 
  Runeforger (Su): A forgemaster may inscribe mystical 
  runes upon a suit of armor, shield, or weapon as full-round 
  action, using this ability a number of times per day equal 
  to 3 + her Intelligence modifier. These runes last 1 round 
  per cleric level, but inscribing the same rune twice on an 
  item increases this duration to 1 minute per level, three 
  times to 10 minutes per level, and four times to 1 hour per 
  level. Erase affects runes as magical writing. A forgemaster 
  learns forgemaster’s blessing at 1st level and may learn one 
  additional rune at 2nd level and every 2 levels thereafter. 
  Only one type of rune marked with an asterisk (*) may be 
  placed on an item at any given time. This ability replaces 
  channel energy. 
  Ancient Splendor: The inscribed weapon, armor, or 
  shield grants a +2 circumstance bonus on Diplomacy and 
  Intimidate checks (+4 when interacting with dwarves).
  Bloodthirst*: The inscribed piercing or slashing weapon 
  functions as if it had the wounding special ability, even if 
  nonmagical. The forgemaster must be at least 4th level 
  before learning this rune.
  Deathstrike: The inscribed weapon stores a death knell 
  spell that triggers immediately if a blow from the weapon 
  reduces a target to negative hit points. This expends all 
  deathstrike runes on the weapon. The forgemaster must 
  be at least 4th level before learning this rune.
  Durability: The inscribed item’s hardness increases by 
  an amount equal to the forgemaster’s Wisdom modifier, 
  and its hit points increase by an amount equal to twice 
  her level.
  Featherlight: The inscribed item’s weight is halved; a 
  metal item’s weight is reduced to 1/4 normal. If inscribed 
  on a suit of armor, its armor check penalty for Acrobatics, 
  Climb, and Jump checks is halved.
  Forgemaster’s Blessing: The inscribed nonmagical item 
  functions as a masterwork item. 
  Ghostglyph*: The inscribed weapon, shield, or armor 
  gains the ghost touch special ability. The forgemaster must 
  be at least 4th level before learning this rune.
  Glowglyph: The inscribed item sheds light as a torch. As 
  a standard action, the bearer can command the rune to 
  erupt in a burst of light as a shield with the blinding special 
  ability with a burst radius of 5 feet per glowglyph rune 
  inscribed on the item. This expends all glowglyph runes 
  on the item. 
  Invulnerability*: The inscribed armor grants its wearer 
  DR/magic equal to 1/2 her cleric level. The forgemaster 
  must be at least 8th level before learning this rune.
  Powerstrike*: The inscribed weapon’s critical threat 
  range doubles. This does not stack with keen edge, Improved 
  Critical, or similar effects. The forgemaster must be at 
  least 6th level before learning this rune.
  1515
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  Core Races 1
  
  Return*: The inscribed weapon gains the returning 
  weapon special ability. The forgemaster must be at least 
  4th level before learning this rune.
  Spellguard: The inscribed item gains spell resistance 
  equal to 11 + her cleric level. This applies only to effects 
  targeting the item itself.
  Spellglyph*: The inscribed weapon gains the spell storing 
  special ability. The forgemaster must be at least 4th level 
  before learning this rune.
  Thief-Curse: The forgemaster designates one creature 
  as the rightful owner of an item. Any other creature that 
  intentionally grasps the item is cursed (as bestow curse) for 
  the duration of the rune. The forgemaster must be at least 
  6th level before learning this rune.
  Tracer: For as long as the rune lasts, the cleric may sense its 
  location at will as a standard action, as if using locate object. 
  Craft Magic Arms and Armor: The forgemaster gains 
  this as a bonus feat at 3rd level. 
  Master Smith (Ex): At 5th level, a forgemaster can craft 
  mundane metal items quickly, using half their gp value to 
  determine progress, and can craft magical metal items in 
  half the normal amount of time.
  Stonelord (Paladin)
  A stonelord is a devoted sentinel of dwarven enclaves, 
  drawing the power of the earth and ancient stone to 
  protect her people.
  Stonestrike (Su): Once per day per paladin level, a 
  stonelord can draw upon the power of the living rock. As a 
  swift action, she treats her melee attacks until the beginning 
  of her next turn (whether armed or unarmed) as magical and 
  adamantine, including ignoring hardness up to twice her 
  paladin level, with a +1 bonus on attack and damage rolls, as 
  well as on combat maneuver checks. This bonus also applies 
  to her CMD if she or her target is touching the ground or a 
  stone structure. This bonus increases by +1 at 5th level and 
  every 5 levels thereafter. This ability replaces smite evil.
  Heartstone (Ex): At 2nd level, a stonelord’s flesh becomes 
  progressively rockier. She gains a +1 natural armor bonus 
  to AC and DR/adamantine equal to 1/2 her paladin level. 
  The natural armor bonus increases by +1 at 6th level, and 
  every four levels thereafter, to a maximum of +5 at 18th level. 
  These benefits are halved when not touching the ground or 
  a stone structure. This ability replaces divine grace. 
  Stoneblood (Ex): At 3rd level, a stonelord’s vitals begin to 
  calcify and her blood transforms into liquid stone. She 
  adds her paladin level on checks to stabilize at negative 
  hit points and gains a 25% chance to ignore a critical 
  hit or precision damage. This does not stack with 
  fortification armor or similar effects. At 9th level, this 
  chance increases to 50% and she becomes immune to 
  petrification. At 15th level, this chance increases to 75% 
  and she becomes immune to bleed and blood drain effects. 
  This ability replaces divine health and her mercies gained 
  at 3rd, 9th, and 15th level.
  Defensive Stance (Ex): At 4th level, a stonelord 
  gains the defensive stance ability, as a stalwart 
  defender (Advanced Player’s Guide 277), and may 
  select one defensive power at 8th level and every 
  four levels thereafter. Levels of stalwart defender 
  stack with her paladin levels when determining 
  the total number of rounds that she can maintain 
  her defensive stance per day. A stonelord does not gain 
  any spells or spellcasting abilities, does not have a caster 
  level, and cannot use spell trigger or spell completion 
  magic items.
  Earth Channel (Su): At 4th level, a stonelord gains 
  Elemental Channel (earth) as a bonus feat, which she 
  may activate by spending two uses of her lay on hands 
  ability, using her paladin level as her effective cleric 
  level. This ability replaces channel positive energy.
  1616
  
  Stone Servant (Su): At 5th level, a stonelord may call a 
  Small earth elemental to her side, as a paladin calls her 
  mount. This earth elemental is Lawful Good in alignment 
  and possesses the celestial template, and it increases in size 
  as the stonelord gains levels, becoming Medium at 8th level, 
  Large at 11th level, Huge at 14th level, Greater at 17th level, 
  and Elder at 20th level. This ability replaces divine bond.
  Stonebane (Su): At 11th level, when using stonestrike, 
  a stonelord’s attack gains the bane weapon special ability 
  against creatures with the earth subtype and constructs 
  or objects made of earth or stone. This ability replaces 
  aura of justice. 
  Phase Strike (Su): At 12th level, a stonelord’s stonestrike 
  may pass through stone and metal as if they weren’t 
  there. By spending 2 uses of her stonestrike ability, she 
  may ignore any cover less than total cover provided by 
  stone or metal, and she ignores any AC bonus from stone 
  or metal armor or shields as if wielding a brilliant energy 
  weapon. A phase strike cannot damage constructs, objects, 
  or creatures with the earth subtype, but unlike a brilliant 
  energy weapon, it can harm undead. This ability replaces 
  her 12th-level mercy.
  Mobile Defense (Ex): At 18th level, a stonelord can make 
  one 5-foot step per round while maintaining her defensive 
  stance. This ability replaces her 18th-level mercy.
  Stone Body (Ex): At 20th level, a stonelord’s body 
  transforms into living stone. She no longer needs to eat, 
  drink, breathe, or sleep, and she becomes immune to 
  paralysis, poison, and stunning. She is also no longer 
  subject to critical hits or precision-based damage. This 
  ability replaces holy champion.
  NEW RACIAL RULES
  The following options are available to dwarves. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Dwarven Equipment
  Dwarves have access to the following equipment.
  Helmet, Dwarven Boulder: This heavy, reinforced helmet 
  can be used to make melee attacks. The wearer may also use 
  the helmet when attempting bull rush maneuvers, granting 
  a +2 circumstance bonus on the check, but after completing 
  the maneuver (whether successful or not), the wearer is 
  staggered until the end of his next turn. In addition, the 
  helmet grants a +2 circumstance bonus to the wearer’s AC 
  against critical hit confirmation rolls. A dwarven boulder 
  helmet adds 20% to the wearer’s arcane spell failure chance. 
  It occupies the head slot and is made of metal, not stone, 
  meaning that it can be crafted from unusual materials 
  as a metal weapon. A dwarven boulder helmet can be 
  enchanted as a weapon (not as armor, despite providing 
  some protection). 
  Longaxe, Dwarven: These ornate and heavy blades 
  are mounted atop a long, steel-shod haft for greater 
  reach. They are rare among cave-dwelling dwarves but 
  common in mountain dwarf clans that commonly feud 
  with giants.
  Longhammer, Dwarven: These heavy-headed bludgeons 
  are often carved or cast with monstrous faces or drilled 
  with tiny holes to create a menacing whistling as they are 
  swung through the air.
  Waraxe, Dwarven Double: This hefty waraxe is similar to 
  the common dwarven waraxe, but its recurved blade spans 
  forward and back from its head like a deadly butterfly. A 
  dwarven double waraxe grants a +1 bonus on all attack rolls 
  after the first when using Cleave or Great Cleave.
  Dwarven Feats 
  Over their long history, dwarves have faced many enemies 
  from both above and below. As a result, they have developed 
  a number of tricks and abilities to help them survive in the 
  face of such threats.
  Brewmaster
  You can concoct potent brews. 
  Prerequisites: Craft (alchemy) 1 rank, Profession (brewer) 
  1 rank, dwarf.
  Table 1–1: Dwarven Weapons
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Light Melee Weapons
  Helmet, dwarven boulder 20 gp 
  1d3 
  1d4 
  ×2 
  — 
  10 lbs. 
  B 
  see text
  One-Handed Melee Weapons
  Waraxe, dwarven double 
  60 gp 
  1d8 
  1d10 
  ×3 
  — 
  12 lbs. 
  S 
  see text
  Two-Handed Melee Weapons
  Longaxe, dwarven 
  50 gp 
  1d10 
  1d12 
  ×3 
  — 
  14 lbs. 
  S 
  reach
  Longhammer, dwarven 
  70 gp 
  1d10 
  2d6 
  ×3 
  — 
  20 lbs. 
  B 
  reach
  1717
  Core Races
  Core Races 1
  
  Benefit: You gain a +2 bonus on Craft (alchemy) and 
  Profession (brewer) checks, and you add +1 to the DC of any 
  ingested poison you create. 
  Cleave Through (Combat)
  You are ferocious at hewing smaller opponents. 
  Prerequisites: Str 13, Cleave, Power Attack, base attack 
  bonus +11, dwarf.
  Benefit: When using Cleave or Great Cleave, if your 
  initial attack hits, you may take a single 5-foot step as a 
  free action before making your additional attacks. If doing 
  so places a creature within your threatened area, that 
  creature becomes a legal target for your additional Cleave 
  attack(s) as long as it meets all the other prerequisites.
  Normal: You may only make additional attacks with 
  Cleave against creatures you threaten when you make your 
  initial attack. 
  Cloven Helm (Combat)
  Your helm turns aside lethal blows.
  Prerequisites: Dented Helm, Hard-Headed, base attack 
  bonus +11, dwarf.
  Benefit: When wearing a helmet, you add +1 to your AC 
  against critical hit confirmation rolls; this benefit stacks 
  with Dented Helm. When you use Dented Helm to deflect 
  a critical hit, you may apply all damage from the critical 
  hit to your helmet before applying any damage to yourself. 
  If you take no damage, any additional effects, such as 
  critical feats or poison, are negated. 
  Dented Helm (Combat)
  Your helm protects you from hard hits. 
  Prerequisites: Hard-Headed, base attack bonus +6, dwarf.
  Benefit: When wearing a helmet, you add +1 to your AC 
  against critical hit confirmation rolls. When a critical hit 
  is confirmed against you, as an immediate action, you can 
  apply half of the damage from the attack to your helmet 
  rather than yourself, applying hardness as normal. If 
  the damage destroys your helmet, any leftover damage 
  is applied to you. After using this feat, you are staggered 
  until the end of your next turn. You may not use this feat if 
  your helmet has the broken condition or the attack ignores 
  armor bonuses to AC. 
  Giant Killer (Combat)
  Your cleaving strokes menace giants and larger foes. 
  Prerequisites: Str 13, Cleave, Goblin Cleaver, Orc Hewer, 
  Power Attack, Strike Back, base attack bonus +11, dwarf.
  Benefit: This functions as Goblin Cleaver, but your 
  additional attacks can be made against creatures one 
  size category larger than you or smaller. In addition, 
  any such attacks made against humanoids (giant) gain a  
  +2 circumstance bonus on attack rolls. 
  Goblin Cleaver (Combat)
  You are ferocious at hewing smaller opponents. 
  Prerequisites: Str 13, Cleave, Power Attack, dwarf.
  Benefit: When using Cleave or Great Cleave, if your 
  initial attack hits, you may take your additional attacks 
  against any creature smaller than you that you threaten; 
  your targets need not be adjacent to one another. Additional 
  attacks you make against humanoids (goblinoid) gain a  
  +2 circumstance bonus on attack rolls.
  Hard-Headed (Combat)
  Your thick skull is almost a weapon unto itself.
  Prerequisites: Base attack bonus +1, dwarf.
  Benefit: You gain a +1 bonus on attack rolls and combat 
  maneuver checks made using a helmet. You receive a +2 
  bonus on saves against spells and special abilities that 
  cause you to become staggered or stunned. 
  Ledge Walker
  You negotiate tiny ledges like a mountain goat. 
  Prerequisites: Dex 13, dwarf, mountaineer or stability 
  racial trait.
  Benefit: You can move at full speed while using 
  Acrobatics to balance on narrow surfaces, and you gain 
  a +4 bonus on Climb checks to catch yourself or another 
  creature while falling. You also gain a +4 bonus on saving 
  throws against effects that would cause you to fall prone 
  (such as earthquakes). This bonus does not apply to your 
  CMD against bull rush or trip attacks. 
  Orc Hewer (Combat)
  You are ferocious at hewing your enemies, especially orcs. 
  Prerequisites: Str 13, Cleave, Goblin Cleaver, Power 
  Attack, dwarf.
  Benefit: This feat functions as Goblin Cleaver, but your 
  additional attacks can be made against creatures your size 
  or smaller. In addition, any such attacks that you make 
  against humanoids (orc) gain a +2 circumstance bonus on 
  attack rolls.
  Shatterspell (Combat)
  Your mighty blows shatter your enemy’s magic. 
  Prerequisites: Disruptive, Spellbreaker, dwarf, 10th-
  level fighter.
  Benefit: As a standard action, you can attempt to sunder 
  an ongoing spell effect as if you had the spell sunder rage 
  power (Ultimate Combat 28). You may use this feat once per 
  day, plus one additional time per day for every 5 points by 
  which your base attack bonus exceeds +10.
  Toxic Recovery
  Your system recuperates from the effects of poisons with 
  astonishing speed. 
  1818
  
  Prerequisites: Dwarf, hardy racial trait.
  Benefit: Whenever you succeed at a saving throw against 
  poison, you heal 1 point of ability damage of the type dealt 
  by the poison. Whenever you heal ability damage naturally 
  or magically, you heal 1 additional point of ability damage. 
  This feat has no effect on penalties to ability scores or 
  ability drain.
  Dwarven Magic Items
  Dwarven magic often involves earth and stone, and is 
  tailored to overcome the challenges they face in everyday 
  life. It should therefore come as no surprise that dwarves’ 
  magic items often deal with these as well. The following 
  magic items were invented by dwarven crafters, and are 
  rare outside their communities.
  ELIXIR OF DARKSIGHT
  Aura moderate transmutation; CL 6th
  Slot none; Price 1,200 gp; Weight —
  DESCRIPTION
  This dark, syrupy draught doubles the range of the drinker’s 
  darkvision and also enables her to see through deeper darkness 
  when using darkvision. The effects last for 1 hour. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkvision, deeper 
  darkness; Cost 600 gp
  ROD OF DWARVEN MIGHT
  Aura strong transmutation; CL 19th
  Slot none; Price 80,000 gp; Weight 10 lbs.
  DESCRIPTION
  This dwarven version of the more famous rod of lordly might 
  has no spell-like powers; however, when wielded by a dwarf, 
  it increases all AC, attack roll, CMD, CMB, and saving throw 
  bonuses from a dwarf’s racial traits by +1. The rod shares 
  the mundane powers of a rod of lordly might, but its magical 
  weapon forms are tailored to dwarven preferences. 
  •	 In	its	normal	form,	the	rod	can	be	used	as	a	+1 returning 
  light hammer.
  •	 When	button	1	is	pushed,	the	rod	becomes	a	+3 dwarven 
  longhammer. 
  •	 When	button	2	is	pushed,	the	rod	becomes	a	+4 dwarven 
  waraxe. 
  •	 When	button	3	is	pushed,	the	rod	becomes	a	+2 light 
  crossbow or +2 heavy crossbow. 
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft Rod, bull’s 
  strength, telekinesis, creator must be a dwarf; Cost 40,000 gp
  Dwarven Spells
  Dwarven spellcasters are renowned for shaping the ground 
  beneath them, molding metal, and using magic to aid 
  their craft. These spells are just a sample of such magics.
  GROUNDSWELL
  School transmutation [earth]; Level cleric 2, druid 2, magus 2, 
  ranger 2
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level
  Save Fortitude negates (harmless); Spell Resistance yes (harmless)
  This spell allows the target to cause the ground to rise up 
  beneath him. As a swift action, the target can cause the 
  ground to rise 5 feet, while all adjacent squares are treated as 
  steep slopes (Core Rulebook 428). The groundswell precludes 
  flanking from creatures standing at lower elevations than the 
  target. If the target moves after creating a groundswell, the 
  ground returns to its normal elevation at the end of his turn; 
  otherwise, it remains in place until the target moves or uses 
  a swift action to return the ground to normal. A groundswell 
  cannot increase elevation of the ground beyond 5 feet. 
  IRONBEARD
  School transmutation; Level antipaladin 1, cleric 1, magus 1, 
  paladin 1, ranger 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level
  Save Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  This spell causes a brushy beard of stiff iron to erupt from 
  the face of a willing target. The ironbeard grants a +1 armor 
  bonus to AC, and this bonus stacks with any armor worn by 
  the creature. The ironbeard may also be used as a weapon 
  equivalent to cold iron armor spikes. The ironbeard makes it 
  difficult to speak, so any spellcasting with a verbal component 
  has a 20% spell failure chance. 
  TOILSOME CHANT 
  School enchantment (compulsion)[mind-affecting]; Level bard 1
  Casting Time see text
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration see text
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You can cast this spell as part of the action to begin an inspire 
  competence bardic performance. The benefit of inspire 
  competence persists for as long as is necessary to complete 
  the target’s next skill check using the chosen skill (up to a 
  maximum of 1 hour per caster level), even if you cease your 
  bardic performance. 
  1919
  Core Races
  Core Races 1
  
  Elves
  The long-lived elves are children of the natural world, 
  similar in many superficial ways to fey creatures, though 
  with key differences. While fey are truly linked to the flora 
  and fauna of their homes, existing as the nearly immortal 
  voices and guardians of the wilderness, elves are instead 
  mortals who are in tune with the natural world around 
  them. Elves seek to live in balance with the wild and 
  understand it better than most other mortals. Some of this 
  understanding is mystical, but an equal part comes from 
  the elves’ long lifespans, which in turn gives them long-
  ranging outlooks. Elves can expect to remain active in the 
  same locale for centuries. By necessity, they must learn 
  to maintain sustainable lifestyles, and this is most easily 
  done when they work with nature, rather than attempting 
  to bend it to their will. 
  However, their links to nature are not entirely driven 
  by pragmatism. Elves’ bodies slowly change over time, 
  taking on a physical representation of their mental and 
  spiritual states, and those who dwell in a region for a 
  long period of time find themselves physically adapting 
  to match their surroundings, most noticeably taking on 
  coloration that reflects the local environment.
  Elves value their privacy and traditions, and while they 
  are often slow to make friends at both the personal and 
  national levels, once an outsider is accepted as a comrade, 
  the resulting alliances can last for generations. Elves 
  take great joy in forging alliances with races that share 
  or exceed their long lifetimes, and often work to befriend 
  dragons, outsiders, and fey. Those elves who spend their 
  lives among the short-lived races, on the other hand, 
  often develop a skewed perception of mortality and 
  become morose, the result of watching wave after wave of 
  companions age and die before their eyes. 
  Physical Description: Generally taller than humans, 
  elves possess a graceful, slender physique that is accentuated 
  by their long, pointed ears. It is a mistake, however, to 
  consider them weak or feeble, as the thin limbs of an elf can 
  contain surprising power. Their eyes are wide and almond-
  shaped, and filled with large, vibrantly colored pupils. The 
  coloration of elves as a whole varies wildly, and is much 
  more diverse than that of human populations. However, as 
  their coloration often matches their surroundings, the elves 
  Elf Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, 
  but their form is frail.
  Medium: Elves are Medium creatures and receive no bonuses or penalties due to  
  their size.
  Normal Speed: Elves have a base speed of 30 feet.
  Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. 
  Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving 
  throw bonus against enchantment spells and effects.
  Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome 
  spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made 
  to identify the properties of magic items.
  Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  Weapon Familiarity: Elves are proficient with longbows (including composite longbows), 
  longswords, rapiers, and shortbows (including composite shortbows), and treat any 
  weapon with the word “elven” in its name as a martial weapon.
  Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence 
  scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, 
  and Sylvan.
  2020
  
  of a single community may appear quite similar. Forest-
  dwelling elves often have variations of green, brown, and 
  tan in their hair, eye, and even skin tones.
  While elven clothing often plays off the beauty of 
  the natural world, those elves who live in cities tend to 
  bedeck themselves in the latest fashions. Where city-
  dwelling elves encounter other urbanites, the elves are 
  often fashion trendsetters.
  Society: Many elves feel a bond with nature and strive to 
  live in harmony with the natural world. Although, like most, 
  elves prefer bountiful lands where resources are plentiful, 
  when driven to live in harsher climates, they work hard to 
  protect and shepherd the region’s bounty, and learn how to 
  maximize the benefit they receive from what little can be 
  harvested. When they can carve out a sustainable, reliable 
  life in deserts and wastelands, they take pride as a society in 
  the accomplishment. While this can make them excellent 
  guides to outsiders they befriend who must travel through 
  such lands, their disdain of those who have not learned to 
  live off the scant land as they have makes such friends rare.
  Elves have an innate gift for craftsmanship and artistry, 
  especially when working in wood, bone, ivory, or leather. 
  Most, however, find manipulating earth and stone to be 
  distasteful, and prefer to avoid forging, stonework, and 
  pottery. When such work must be done within a community, 
  a few elves may find themselves drawn to it, but regardless 
  of their craftsmanship, such “dirt-wrights” are generally 
  seen by other elves as being a bit off. In the most insular of 
  elven societies, they may even be treated as lower class.
  Elves also have an appreciation for the written word, 
  magic, and painstaking research. Their naturally keen 
  minds and senses, combined with their inborn patience, 
  make them particularly suited to wizardry. Arcane 
  research and accomplishment are seen as both practical 
  goals, in line with being a soldier or architect, and artistic 
  endeavors as great as poetry or sculpture. Within elven 
  society, wizards are held in extremely high regard as 
  masters of an art both powerful and aesthetically valued. 
  Other spellcasters are not disdained, but do not gain the 
  praise lavished upon elven wizards.
  Relations: Elves are prone to dismissing other races, 
  writing them off as rash and impulsive, yet on an individual 
  level, they are excellent judges of character. In many cases 
  an elf will come to value a specific member of another 
  race, seeing that individual as deserving and respectable, 
  while still dismissing the race as a whole. If called on this 
  behavior, the elf often doesn’t understand why his “special 
  friend” is upset the elf has noticed the friend is “so much 
  better than the rest of his kind.” Even elves who see such 
  prejudice for what it is must constantly watch themselves 
  to prevent such views from coloring their thinking.
  Elves are not foolish enough, however, to dismiss all 
  aspects of other races and cultures. An elf might not want 
  a dwarf neighbor, but would be the first to acknowledge 
  dwarves’ skill at smithing and their tenacity in facing orc 
  threats. Elves regard gnomes as strange (and sometimes 
  dangerous) curiosities, but regard their magical talent 
  as being worthy of praise and respect. Halflings are 
  often viewed with a measure of pity, for these small 
  folk seem to the elves to be adrift, without a traditional 
  home. Elves are fascinated with humans, who seem to 
  live in a few short years as full a life as an elf manages 
  in centuries. In fact, many elves become infatuated with 
  humans, as evidenced by the number of half-elves in the 
  world. Elves have difficulty accepting crossbreeds of any 
  sort, however, and usually disown such offspring. They 
  similarly regard half-orcs with distrust and suspicion, 
  assuming they possess the worst aspects of orc and 
  human personalities.
  Alignment and Religion: Elves are emotional and 
  capricious, yet value kindness and beauty. Most elves 
  are chaotic good, wishing all creatures to be safe and 
  happy, but unwilling to sacrifice personal freedom or 
  choice to accomplish such goals. They prefer deities who 
  share their love of the mystic qualities of the world—
  Desna and Nethys are particular favorites, the former 
  for her wonder and love of the wild places, and the latter 
  for his mastery of magic. Calistria is perhaps the most 
  notorious of elven deities, for she represents elven ideals 
  taken to an extreme. Elves accept in Calistria (and her 
  priests) behavior they would denounce in others, because 
  Calistria is clearly (to elves’ perceptions) serving as an 
  example of personal artistry and freedom of expressions, 
  rather than seeking some base physical gratification.
  Adventurers: Many elves embark on adventures out 
  of a desire to explore the world, leaving their secluded 
  realms to reclaim forgotten elven magic or search 
  out lost kingdoms established millennia ago by their 
  ancestors. This need to see a wider world is accepted 
  by their societies as a natural part of becoming mature 
  and experienced individuals. Such elves are expected to 
  return in some few decades and take up lives in their 
  homelands once more, enriched both in treasure and 
  in worldview. For those elves raised among humans, 
  however, life within their homes—watching friends and 
  family swiftly age and die—is often stif ling, and the 
  ephemeral and unfettered life of an adventurer holds a 
  natural appeal. 
  Elves generally eschew melee because of their relative 
  frailty, preferring instead to engage enemies at range. 
  Most see combat as unpleasant even when needful, and 
  prefer it be done as quickly as possible, preferably without 
  getting close enough to smell their foes. This preference 
  for making war at a distance, coupled with their natural 
  accuracy and grasp of the arcane, encourages elves to 
  pursue classes such as wizards and rangers.
  2121
  Core Races
  Core Races 1
  
  Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, 
  Seldlon, Talathel, Variel, Zordlon.
  Female Names: Amrunelara, Dardlara, Faunra, Jathal, 
  Merisiel, Oparal, Soumral, Tessara, Yalandlara.
  ALTERNATE RACIAL RULES
  Elves, by their very nature, are a race with a wide variety 
  of traits and features, many of which are drawn from 
  the environment in which they live. The following rules 
  represent some of those varied aspects, and while many 
  are themed to one environment or another, they can be 
  taken by any elf character.
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  the standard elf racial traits. Consult your GM before 
  selecting any of these new options.
  Arcane Focus: Some elven families have such long 
  traditions of producing wizards (and other arcane 
  spellcasters) that they raise their children with the 
  assumption each is destined to be a powerful magic-
  user, with little need for mundane concerns such as skill 
  with weapons. Elves with this racial trait gain a +2 racial 
  bonus on concentration checks made to cast arcane spells 
  defensively. This racial trait replaces weapon familiarity.
  Darkvision: Though uncommon, some groups of elves 
  are born with darkvision, rather than low-light vision. In 
  many cases this is taken as a sign of a drow in the elf’s 
  ancestry, and can lead to persecution within the elf’s home 
  community. Elves with this racial trait gain darkvision 
  with a range of 60 feet, but also gain sensitivity to light and 
  are dazzled in areas of bright light or within the radius of 
  a daylight spell. This racial trait replaces low-light vision.
  Desert Runner: Some elves thrive in the deepest deserts, 
  forever roaming across burned and parched lands. 
  Elves with this racial trait receive a +4 racial bonus on 
  Constitution checks and Fortitude saves to avoid fatigue, 
  exhaustion, or ill effects from running, forced marches, 
  starvation, thirst, or hot or cold environments. This 
  racial trait replaces elven magic.
  Dreamspeaker: A few elves have the ability to tap into 
  the power of sleep, dreams, and prescient reverie. Elves 
  with this racial trait add +1 to the saving throw DCs of 
  spells of the divination school and sleep effects they cast. 
  In addition, elves with Charisma scores of 15 or higher 
  may use dream once per day as a spell-like ability (caster 
  level is equal to the elf’s character level). This racial trait 
  replaces elven immunities.
  Elemental Resistance: Elves who dwell in the most 
  extreme environments, from arctic wastelands to volcanic 
  plains, develop natural resistance to the dangers of their 
  homelands over the course of a few generations. Elves 
  with this racial trait gain elemental resistance 5 to acid, 
  cold, electricity, or fire. This choice is made at character 
  creation, and once made it cannot be changed. This racial 
  trait replaces elven immunities.
  Envoy: Elves often have trouble relating to neighbors of 
  other races, especially those with much shorter lifespans. 
  As a result, some are trained in minor magics that are 
  particularly useful when dealing with non-elves. Elves 
  with this racial trait and an Intelligence score of 11 or 
  higher gain the following spell-like abilities once per 
  day: comprehend languages, detect magic, detect poison, and 
  read magic. The caster level for these effects is equal to the 
  elf’s level. This racial trait replaces elven magic.
  Eternal Grudge: Some elves grow up in secluded, 
  isolationist communities where generations-old slights 
  and quarrels linger as eternal blood feuds. Elves with 
  this racial trait receive a +1 bonus on attack rolls against 
  humanoids of the dwarf and orc subtypes because of 
  special training against these hated foes. This racial trait 
  replaces elven magic.
  Fleet-Footed: While all elves are naturally lithe and 
  agile, some also are naturally speedy and have a strong 
  desire to rush into situations rather than worrying about 
  looking ahead. Elves with this racial trait receive Run as a 
  bonus feat and a +2 racial bonus on initiative checks. This 
  racial trait replaces keen senses and weapon familiarity.
  Lightbringer: Many elves revere the sun, moon, and 
  stars, but some are literally infused with the radiant power 
  of the heavens. Elves with this racial trait are immune to 
  light-based blindness and dazzle effects, and are treated 
  as one level higher when determining the effects of any 
  light-based spell or effect they cast (including spell-like 
  and supernatural abilities). Elves with Intelligence scores 
  of 10 or higher may use light at will as a spell-like ability. 
  This racial trait replaces the elven immunities and elven 
  magic racial traits.
  Silent Hunter: Elves are renowned for their subtlety 
  and skill. Elves with this racial trait reduce the penalty 
  for using Stealth while moving by 5 and can make Stealth 
  checks while running at a –20 penalty (this number 
  includes the penalty reduction from this racial trait). 
  This racial trait replaces elven magic.
  Spirit of the Waters: Some elves have adapted to life 
  in tune with the sea or along the reedy depths of wild 
  rivers and lakes. They gain a +4 racial bonus on Swim 
  checks, can always take 10 while swimming, and may 
  choose Aquan as a bonus language. They are proficient 
  with longspear, trident, and net. This racial trait replaces 
  elven magic and weapon familiarity.
  Urbanite: Elves who live in cities for more than a century 
  can grow to know the ebb and flow of social situations 
  just as their forest-dwelling cousins know the rules of the 
  wild. Elves with this racial trait gain a +2 racial bonus 
  on Diplomacy checks made to gather information and 
  2222
  
  Sense Motive checks made to get a hunch about a social 
  situation. This racial trait replaces keen senses.
  Woodcraft: Elves know the deep secrets of the wild like 
  no others, especially secrets of the forests. Elves with this 
  racial trait gain a +1 racial bonus on Knowledge (nature) 
  and Survival checks. In forest terrain, these bonuses 
  improve to +2. This racial trait replaces elven magic.
  Racial Subtypes
  You can combine various alternate racial traits to create 
  elven subraces or variant races, such as the following.
  Arctic Elf: These elves were born and raised in the 
  frozen lands of the far north or south, and have dealt 
  with freezing deserts, nights that last for weeks, and 
  the horrors that roam the cold terrain. These elves have 
  the darkvision, desert runner, and elemental resistance 
  alternate racial traits.
  Dusk Elf: Rather than being tied to the terrain around 
  them, some elves are linked to the night itself. Though 
  not tied to demon worship and evil as drow are, these 
  elves are similarly attuned to the magical concepts of 
  darkness and shadow. These elves have the arcane focus, 
  darkvision, dreamspeaker, and silent hunter alternate 
  racial traits.
  Savage Elf: In lands where every day is a constant 
  struggle to survive and the niceties of civilization are 
  rare, elves adapt to depend on swift strikes and lifelong 
  vigilance to keep their families alive. These elves have the 
  eternal grudge and fleet-footed alternate racial traits.
  Tower Elf: Some elven institutions of magical learning 
  date back centuries, and entire clans of elves have lived 
  for generations as caretakers, students, and instructors 
  of these self-sufficient schools of wizardry. These elves 
  have the arcane focus and urbanite alternate racial traits.
  Favored Class Options
  The following options are available to all elves 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 his formula book. This formula must 
  be at least one level lower than the highest-level formula 
  the alchemist can create.
  Barbarian: Add +1 to the barbarian’s base speed. In 
  combat this option has no effect unless the barbarian has 
  selected it five times (or another increment of five). This 
  bonus stacks with the barbarian’s fast movement feature 
  and applies under the same conditions as that feature.
  Bard: Add +1 to the bard’s CMD when resisting a 
  disarm or sunder attempt.
  Cavalier: Add +1 hit point to the cavalier’s mount. If the 
  cavalier ever replaces his mount, the new mount gains 
  these bonus hit points.
  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 +1/3 to the druid’s natural armor bonus 
  when using wild shape.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  disarm or sunder attempt.
  Gunslinger: Add +1/3 on critical hit confirmation rolls 
  made with firearms (maximum bonus of +5). This bonus 
  does not stack with Critical Focus.
  Inquisitor: Add one spell known from the inquisitor’s 
  spell list. This spell must be at least one level below the 
  highest-level spell the inquisitor can cast.
  Magus: The magus gains 1/6 of a new magus arcana.
  Monk: Add +1 to the monk’s base speed. In combat this 
  option has no effect unless the monk has selected it five 
  times (or another increment of five). This bonus stacks 
  with the monk’s fast movement class feature and applies 
  under the same conditions as that feature.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of one revelation.
  Paladin: Add +1/2 hit point to the paladin’s lay on hands 
  ability (whether using it to heal or harm).
  Ranger: Choose a weapon from the following list: 
  longbow, longsword, rapier, shortbow, short sword, or 
  any weapon with “elven” in its name. Add +1/2 on critical 
  hit confirmation rolls made while using that weapon 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
  Rogue: Add +1 to the number of times per day the 
  rogue can cast a cantrip or 1st-level spell gained from the 
  minor magic or major magic talent. The number of times 
  this bonus is selected for the major magic talent cannot 
  exceed the number of times it is selected for the minor 
  magic talent. The rogue must possess the associated 
  rogue talent to select these options.
  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: The amount of time the summoner must 
  spend to summon his eidolon is reduced by 1 round, to a 
  minimum of 1 round.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  lower than the highest-level spell she can cast. If the 
  witch ever replaces her familiar, the new familiar knows 
  these bonus spells.
  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 +1/2 
  to the number of uses per day of that arcane school power.
  2323
  Core Races
  Core Races 1
  
  RACIAL ARCHETYPES
  The following racial archetypes are available to elves.
  Ancient Lorekeeper (Oracle)
  The ancient lorekeeper is a repository for all the beliefs 
  and vast knowledge of an elven people. She shows a strong 
  interest in and understanding of histories and creation 
  legends at a young age, and as she matures her calling 
  to serve as the memory of her long-lived people becomes 
  clear to all who know her. An ancient lorekeeper has the 
  following class features.
  Class Skills: An ancient lorekeeper adds Knowledge 
  (arcane) and Knowledge (local) to her list of class skills. 
  Whenever she makes a Knowledge check of any kind 
  about a question regarding elves (creatures of the elf 
  subtype), the ancient lorekeeper adds half her class level 
  on her check. This replaces the bonus skills the 
  ancient lorekeeper gains from her mystery.
  Elven Arcana (Ex): At 2nd level, an ancient lorekeeper’s 
  mastery of elven legends and philosophy has allowed her 
  to master one spell used by elven wizards. She selects one 
  spell from the sorcerer/wizard spell list that is at least one 
  level lower than the highest-level oracle spell she can cast. 
  The ancient lorekeeper gains this as a bonus spell known. 
  The spell is treated as one level higher than its true level 
  for all purposes. The ancient lorekeeper may choose an 
  additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 
  18th levels. This ability replaces the bonus spells she would 
  normally gain at these levels from her chosen mystery.
  Mysteries: The following oracle mysteries complement 
  the ancient lorekeeper archetype: Lore, Nature, Waves, 
  Wind (Advanced Player’s Guide); Ancestor, Time, Wood 
  (Ultimate Magic).
  Spell Dancer (Magus)
  The strong emphasis on wizards within elven 
  culture influences how even non-wizard elves 
  see themselves. Many elven magi do not consider 
  themselves masters of a blend of martial and 
  magical talents, but rather a sub-category of 
  wizards who study the effect of physical movement 
  and techniques upon spellcasting ability. They 
  believe their ability to cast spells while fighting is 
  an outgrowth of the concept of the “spell dance,” 
  which itself is just another kind of wizardry.  
  A spell dancer has the following class features.
  Class Skills: A spell dancer adds Acrobatics and 
  Perform (dance) to his list of class skills and removes 
  Intimidate and Ride from his list of class skills. 
  Spell Dance (Su): At 1st level, a spell dancer gains 
  the ability to expend 1 point from his arcane pool as 
  a swift action to gain a +10 enhancement bonus to his 
  movement rate and a +2 dodge bonus to Armor Class 
  against attacks of opportunity provoked by moving 
  through threatened spaces for 1 minute. For every 
  four levels beyond 1st, the spell dancer gains another  
  +10 enhancement bonus to movement and +2 to AC 
  against attacks of opportunity provoked from movement. 
  At 5th level, once per spell dance as a swift action, the 
  spell dancer may use one of the following on himself as 
  a swift action: blur, fly, or haste. These abilities last for  
  1 round. At 9th level, the spell dancer may instead take 
  a swift action to use dimension door as a spell-like ability 
  once during a spelldance. At 13th level, the spell dancer 
  may instead choose to take a swift action to gain freedom 
  of movement for 1d4 rounds.
  This ability replaces the magus’s ability to expend 
  points from his arcane pool as a swift action to grant any 
  weapon he is holding magic bonuses for 1 minute.
  Arcane Movement (Su): At 5th level, whenever a spell 
  dancer casts a magus spell, he gains a competence bonus on 
  2424
  
  Acrobatics, Climb, Escape Artist, and Stealth checks equal 
  to the spell’s level until the beginning of his next turn. This 
  ability replaces the bonus feat a magus receives at 5th level.
  Dance of Avoidance (Su): At 7th level, while wearing 
  light armor or no armor, a spell dancer gains a +2 insight 
  bonus to Armor Class. This ability replaces the medium 
  armor class feature. 
  Greater Dance of Avoidance (Su): At 13th level, while 
  wearing light armor or no armor, a spell dancer’s insight 
  bonus to Armor Class increases to +4. This ability replaces 
  the heavy armor class feature.
  Magus Arcana: The following magus arcana complement 
  the spell dancer archetype: arcane cloak, prescient defense 
  (Ultimate Combat); close range, concentrate, hasted assault, 
  spell shield (Ultimate Magic).
  Spellbinder (Wizard)
  A spellbinder is an elven wizard who forges an arcane bond 
  between himself and one or more wizard spells. These 
  spells become so well understood by the spellbinder that 
  he can prepare them in spell slots that already have other 
  spells prepared in them. 
  Spell Bond (Su): At 1st level, a spellbinder selects any 
  one spell that he knows as a bonded spell. As a full-round 
  action, the spellbinder may replace a spell of the same or 
  higher level as his bonded spell with his bonded spell. 
  For example, a spellbinder who selects magic missile as his 
  bonded spell could spend a full-round action to exchange 
  any 1st-level or higher spell that he has prepared with 
  magic missile. At 3rd level, and every two levels thereafter, 
  a spellbinder may select another spell he knows and 
  add it to his list of bonded spells, to a maximum of nine 
  bonded spells at 17th level.
  Upon reaching 4th level, and every two levels thereafter, a 
  spellbinder can choose to select a new spell as a bonded spell 
  in place of one with which he is already bonded. In effect, 
  the spellbinder loses the bond with the old spell (though it 
  is still one of his spells known) in exchange for forging a 
  spell bond with a new spell. The new spell’s level must be the 
  same as that of the spell being exchanged. A spellbinder may 
  swap only one spell bond at any given level, and must choose 
  whether or not to swap the spell bond at the same time that 
  he gains two new spells known for the level.
  This ability replaces arcane bond.
  Discoveries: The following discoveries complement the 
  spellbinder archetype: Fast Study, Split Slot (Ultimate Magic).
  Treesinger (Druid)
  Elves live far longer than other common races, and a 
  single elf may see whole empires rise and fall. Given the 
  impermanence of the cultures around them, it’s small 
  wonder that some elves turn to the timeless growth of 
  nature for solace, finding allies among the great trees 
  themselves, and even leading the forest’s plants into 
  combat. A treesinger has the following class features.
  Plant Bond (Ex): At 1st level, a treesinger forms a mystic 
  bond with plant life. This bond can take one of two forms. 
  The first grants the treesinger one of the following 
  domains: Plant (Core Rulebook); Growth (Advanced Player’s 
  Guide); Jungle, Swamp (Ultimate Magic). When determining 
  the powers and bonus spells granted by this domain, the 
  treesinger’s effective cleric level is equal to her druid 
  level. A treesinger who selects this option also receives 
  additional domain spell slots, just like a cleric. She must 
  prepare the spell from her domain in this slot, and this 
  spell cannot be used to cast a spell spontaneously.
  The second option is to form a close bond with a 
  plant companion. A treesinger may begin play with any 
  of the plants listed in Plant Companions (see page 26). 
  This plant is a loyal companion that accompanies the 
  treesinger on her adventures. Except for the companion 
  being a creature of the plant type, drawn from the list of 
  plant companions, this ability otherwise works like the 
  standard druid’s animal companion ability.
  Plant bond replaces the druid’s nature bond ability.
  Green Empathy (Ex): At 1st level, a treesinger can 
  improve the attitude of a plant creature. This ability 
  functions just like a Diplomacy check made to improve the 
  attitude of a person. The treesinger rolls 1d20 and adds her 
  druid level and her Charisma modifier to determine the 
  wild empathy check result. The typical wild plant creature 
  has a starting attitude of indifferent.
  To use green empathy, the treesinger and the plant 
  creature must be within 30 feet of one another under 
  normal conditions. Generally, influencing a plant creature 
  in this way takes 1 minute but, as with influencing people, 
  it might take more or less time.
  A treesinger can also use this ability to influence an 
  animal, but she takes a –4 penalty on the check. This 
  ability replaces the wild empathy class feature.
  Wild Shape (Su): At 4th level, a treesinger gains the 
  ability to wild shape. This ability functions at her actual 
  druid level. A treesinger cannot use wild shape to adopt 
  an animal or elemental form. Instead, when she gains 
  this ability at 4th level, she can assume the form of a 
  Small or Medium plant. This functions as plant shape 
  I, except the treesinger does not yet gain access to the 
  constrict or poison abilities of the plant form assumed. 
  At 8th level, the treesinger’s wild shape gains the full 
  range of abilities available from plant shape I. At 10th level, 
  a treesinger can assume the form of a Large or Tiny plant. 
  Her wild shape ability now functions like plant shape II. 
  At 12th level, a treesinger can assume the form of a Huge 
  plant. Her wild shape ability now functions like plant 
  shape III. This ability replaces, and otherwise functions 
  like, the normal druid wild shape ability.
  2525
  Core Races
  Core Races 1
  
  Plant Companions
  Each plant companion has different starting sizes, speed, 
  attacks, ability scores, and special qualities. All plant 
  attacks are made using the creature’s full base attack 
  bonus unless otherwise noted. Plant attacks add the 
  plant’s Strength modifier on the damage roll, unless it 
  has only one attack, in which case it adds 1-1/2 times its 
  Strength modifier. Some plant companions have special 
  abilities, such as scent. Plant companions cannot gain 
  armor or weapon proficiency feats, even as they advance 
  in hit dice, and cannot use manufactured weapons at all 
  unless their description says otherwise.
  As you gain levels, your plant companion grows in power 
  as well. It gains the same bonuses that are gained by animal 
  companions, noted on Table 3–8: Animal Companion 
  Base Statistics on page 52 of the Core Rulebook. Each plant 
  companion gains an additional bonus, usually at 4th or 
  7th level, as listed with each plant choice. Instead of taking 
  the listed benefit at 4th level, you can instead choose to 
  increase the companion’s Strength and Constitution by 2.
  Carnivorous Flower
  Starting Statistics: Size Small; Speed 30 ft., climb 10 ft.; 
  AC +2 natural armor; Attack bite (1d6); Ability Scores Str 
  10, Dex 17, Con 15, Int 2, Wis 12, Cha 10; Special Qualities 
  low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (2d6); 
  Ability Scores Str +4, Dex –2, Con +2; Special Attacks rage 
  (1/day, as the barbarian class feature for 6 rounds). 
  Crawling Vine
  Starting Statistics: Size Medium; 
  Speed 20 ft., climb  20 ft.; AC +2 natural 
  armor; Attack slam (1d4); Ability Scores 
  Str 13, Dex 17, Con 13, Int 1, Wis 12, Cha 2; Special 
  Attacks grab; Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Large; AC +1 natural 
  armor; Attack slam (1d6); Ability Scores Str +8, Dex –2, 
  Con +4; Special Attacks constrict 1d6. 
  Puffball (Floating Fungus)
  Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. 
  (average); AC +1 natural armor; Attack thorn (1d4 plus 
  poison); Ability Scores Str 10, Dex 15, Con 12, Int 2, Wis 
  14, Cha 6; Special Attacks poison (Frequency 1 round [6], 
  Effect 1 Con damage, Cure 1 save, Con-based DC); Special 
  Qualities low-light vision.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  Sapling Treant
  Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; 
  AC +1 natural armor; Attack 2 slams (1d6); Ability Scores 
  Str 15, Dex 10, Con 12, Int 2, Wis 12, Cha 7; Special Qualities 
  double damage against objects, low-light vision.
  4th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 slams (1d8); Ability Scores Str +8, Dex –2, Con +4.
  NEW RACIAL RULES
  The following options are available to elves. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Elven Equipment
  Elves have access to the following equipment. 
  Arcane Family Workbook: The elven predilection for 
  becoming wizards and the social benefits that elven wizards 
  enjoy often encourages families to dedicate themselves 
  2626
  
  to wizardly studies for multiple generations. Older elven 
  wizards take note of their own insights into the secrets of 
  arcane magic and compile these thoughts with the ideas of 
  earlier generations to form family workbooks. When used 
  as a reference (an action that typically takes 1d4 full rounds 
  of searching the text), an arcane family workbook grants a 
  +2 circumstance bonus on a Spellcraft checks. This bonus 
  increases to +4 if 1d4 hours are spent referencing the book.
  Artificer’s Lab, Portable: The portable artificer’s 
  lab contains everything needed to create magic items, 
  though many of the tools and implements are of only the 
  most basic type. This lab allows the artificer to spend  
  4 hours crafting each night while out adventuring, and 
  net 3 hours’ worth of work (instead of 2). However, because 
  the tools are all designed to fulfill multiple functions and 
  the portable lab lacks the space and quiet that provide 
  ideal circumstances for creating magic items, the skill 
  check to complete a magic item that had any of its work 
  done using a portable lab takes a –5 penalty.
  Bag, Bear: These sacks each include a 20-foot-long rope, 
  from which they may be easily suspended from a tree limb 
  or similar anchor point. Placing foodstuffs or fragile 
  materials in hanging sacks is often considered a basic 
  precaution when camping in the wild, to prevent bears and 
  other predators from rooting through the sack’s contents.
  Spellbook, Compact: The need to be able to record 
  and travel with dozens or even hundreds of spells often 
  forces elven wizards to seek lighter spellbooks. Compact 
  spellbooks hold only 70 pages of spells, but they weigh 
  significantly less than an ordinary spellbook.
  Tent, Hanging: A hanging tent is a small tent (able 
  to comfortably house a single Medium creature) with a 
  teardrop shape, which hangs from a sturdy anchor rope. 
  The rope can be tied to a tree limb, grappling hook, or even 
  a piton hammered into a cliff side. Hanging tents are used 
  primarily in mountainous terrain (where no flat surface 
  may be available for camping) and swamps (where no dry 
  ground may be available). Climbing in or out of a hanging 
  tent is a full-round action that requires a DC 10 Climb 
  check. Failure indicates another attempt must be made, 
  while failure by 5 or more indicates the camper has fallen 
  from the tent.
  Elven Equipment
  Item 
  Cost 
  Weight
  Arcane family workbook 
  300 gp 
  3 lbs.
  Artificer’s lab, portable 
  300 gp 
  40 lbs.
  Bag, bear 
  2 gp 
  3 lbs.*
  Spellbook, compact (blank) 
  50 gp 
  1 lb.
  Tent, hanging 
  20 gp 
  15 lbs.*
  * These items weigh 1/4 this amount when made for Small 
  characters. Containers for Small characters also carry 1/4 
  the normal amount. 
  Elven Special Materials
  Given their strong ties to nature and inclination for arcane 
  arts, it’s not surprising that elves have developed a few 
  special materials well suited to their needs and homelands.
  Darkleaf Cloth: Darkleaf cloth is a special form of 
  f lexible material made by weaving together leaves and 
  thin strips of bark from darkwood trees, then treating 
  the resulting fabric with special alchemical processes. 
  The resulting material is tough as cured hide but much 
  lighter, making it an excellent material from which to 
  create armor. Spell failure chances for armors made 
  from darkleaf cloth decrease by 10% (to a minimum of 
  5%), maximum Dexterity bonuses increase by 2, and 
  armor check penalties decrease by 3 (to a minimum of 0).
  An item made from darkleaf cloth weighs half as much 
  as the same item made from normal cured leather, furs, 
  or hides. Items not primarily constructed of leather, fur, 
  or hide are not meaningfully affected by being partially 
  made of darkleaf cloth. As such padded, leather, studded 
  leather, and hide armor can be made out of darkleaf 
  cloth (although other types of armor made of leather or 
  hide might be possible). Because darkleaf cloth remains 
  f lexible, it cannot be used to construct rigid items such 
  as shields or metal armors. Armors fashioned from 
  darkleaf cloth are always masterwork items as well; the 
  masterwork cost is included in the prices given below.
  Darkleaf cloth has 20 hit points per inch of thickness 
  and hardness 10.
  Wyroot: The root of the wyrwood tree has a peculiar 
  quality. When a weapon constructed of wyroot confirms a 
  critical hit, it absorbs some of the life force of the creature 
  hit. The creature hit is unharmed and the wyroot weapon 
  gains 1 life point. As a swift action, a wielder with a ki 
  pool or an arcane pool can absorb 1 life point from the 
  wyrwood weapon and convert it into either 1 ki point  
  or 1 arcane pool point. Most wyroot weapons can only 
  hold 1 life point at a time, but higher-quality wyroot does 
  exist. The most powerful wyroot weapons can hold up to 
  3 life points at a time. Any unspent life points dissipate 
  at dusk.  
  Wyroot can be used to construct any melee weapon made 
  entirely of wood or a melee weapon with a wooden haft. 
  Constructing a wyroot weapon that can hold 1 life point 
  increases the weapon’s cost by 1,000 gp, constructing one 
  that can hold up to 2 life points increases the weapon’s cost 
  by 2,000 gp, and constructing one that can hold up to 3 life 
  points increases the weapon’s cost by 4,000 gp.  
  Type of Darkleaf Cloth Item 
  Cost Modifier
  Clothing 
  +500 gp
  Light armor 
  +750 gp
  Medium armor 
  +1,500 gp
  Other items 
  +375 gp/lb. 
  2727
  Core Races
  Core Races 1
  
  Elven Feats
  Elves have access to the following feats.
  Attuned to the Wild
  You share a strong mystic connection with one type of 
  wilderness terrain.
  Prerequisite: Elf.
  Benefit: Select one type of terrain from the ranger 
  class’s favored terrain class feature (except urban). While 
  you are in your selected terrain type, your natural healing 
  rate (the amount of hit points and ability damage you 
  heal from a full night’s rest) doubles.
  Special: You can take this feat multiple times. Its 
  effects do not stack. Each time you take it, it applies to a 
  different terrain type.
  Elven Battle Training (Combat)
  You have been specially trained to wield a variety of 
  traditional elven weapons.
  Prerequisites: Base attack bonus +1, elf.
  Benefit: You have received special training with 
  traditional 
  elven 
  weapons 
  (longbows, 
  composite 
  longbows, longswords, rapiers, shortbows, composite 
  shortbows, and any weapon with the word “elven” in 
  its name). You receive a +2 bonus to your CMD against 
  disarm and sunder maneuvers directed at one of these 
  weapons you are wielding.  In addition, if you are wielding 
  one of these melee weapons, you may make an additional 
  attack of opportunity each round (this bonus stacks with 
  Combat Reflexes). 
  Guardian of the Wild
  Your mystic connection with the wilderness enhances 
  your ability to react to threats.
  Prerequisites: Attuned to the Wild, elf.
  Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain a +2 
  dodge bonus to Armor Class. If you are in an area that 
  qualifies as more than one kind of terrain, these bonuses 
  do not stack; you receive the bonus for only one of the  
  terrain types.
  Mage of the Wild
  Your mystic connection with the wilderness enhances 
  your spellcasting.
  Prerequisites: Attuned to the Wild, elf.
  Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain a  
  +2 bonus on caster level checks, concentration checks, 
  and, Knowledge (arcana) and Spellcraft checks. If you 
  are in an area that qualifies as more than one kind of 
  terrain, these bonuses do not stack; you receive the bonus 
  for only one of the  terrain types.
  Spirit of the Wild
  Your mystic connection with one type of wilderness has 
  grown even stronger.
  Prerequisites: Attuned to the Wild, Guardian of the 
  Wild, elf.
  Benefit: When you are in a terrain type you have 
  selected the Attuned to the Wild feat for, you gain a  
  +4 bonus on Perception checks made to act in the surprise 
  round of combat. If you act in the surprise round, you 
  gain blindsense out to a range of 30 feet during the 
  surprise round. If you are in an area that qualifies as 
  more than one kind of terrain, these bonuses do not 
  stack; you receive the bonus for only one terrain type.
  Elven Magic Items
  Elves are renowned for their skill at crafting beautiful 
  and deadly magic items. The following examples are 
  made by many elven crafters.
  BRACERS OF SWORN VENGEANCE
  Aura strong evocation; CL 15th
  Slot wrists; Price 25,000 gp; Weight 1 lb.
  DESCRIPTION
  These white leather bracers have delicate elven runes 
  etched upon them, one reading “swift defeat” and the other 
  “vengeance.” Once per day, as an immediate action when 
  the wearer takes hit point damage from a target, she may cry 
  out, “Death to those who wrong me!”, swearing vengeance 
  against the attacker. The wearer gains a +1 competence 
  bonus on weapon attack rolls made against the target of 
  his sworn vengeance, and deals an additional 2d6 points of 
  damage on successful weapon attack rolls.
  For the duration of the effect, the wearer takes a –2 penalty 
  on attack rolls against any target other than his sworn enemy. 
  These bonuses and penalties last for 24 hours or until the 
  sworn enemy is slain or destroyed by the wearer of the 
  bracers, whichever comes first. If the wearer fails to slay the 
  target of his oath, these bracers cannot be used again until 7 
  days have passed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, shout, creator must be 
  an elf; Cost 12,500 gp
  GAUNTLETS OF SKILL AT ARMS
  Aura moderate transmutation; CL 8th
  Slot wrists; Price 30,000 gp; Weight 1 lb.
  DESCRIPTION
  These finely crafted leather gauntlets have plates of silvered 
  steel covering the back, and silver buckles at the wrist and 
  forearm. The gloves enable the wearer to use any traditional 
  elven weapon (longbows, composite longbows, longswords, 
  rapiers, shortbows, composite shortbows, and any weapon 
  with the word “elven” in its name) as if he were proficient in its 
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  use. If he uses such a weapon and is already proficient with it, 
  he gains a +1 competence bonus on attack and damage rolls. 
  Both gloves must be worn for the magic to be effective.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Craft Magic Arms and 
  Armor, creator must be an elf; Cost 15,000 gp
  GLOVES OF ELVENKIND
  Aura moderate transmutation; CL 8th
  Slot hands; Price 7,500 gp; Weight —
  DESCRIPTION
  These plain gray leather gloves grant a +5 competence bonus 
  on Spellcraft checks and concentration checks made to cast a 
  spell defensively. Both gloves must be worn for the magic to 
  be effective.
  CONSTRUCTION
  Requirements Combat Casting, Craft Wondrous Item, creator 
  must be an elf; Cost 3,500 gp
  Elven Spells
  Most know of elven magic for its power, but those who 
  delve deeper discover its elegance and ties to the natural 
  world. The following spells are just a few that the elves are 
  known for.
  BLEND
  School illusion (glamer); Level alchemist 1, druid 1, magus 1, 
  ranger 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components S
  Range personal
  Target you
  Duration 10 minutes/level
  You draw upon your elven link to the wilderness to change 
  the coloration of yourself and your equipment to match that 
  of your surroundings. This grants you a +4 circumstance 
  bonus on Stealth checks and allows you to make Stealth 
  checks without cover or concealment, but only while you 
  move no more than half your base speed or less. If you move 
  more than half your base speed on your turn, you gain no 
  benefit from this spell until the start of your next turn. If you 
  make an attack, this spell ends (as invisibility).
  WARD OF THE SEASON
  School abjuration; Level cleric 4, druid 3, ranger 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance no
  This spell harnesses the power of the seasons to protect the 
  target and grant a number of bonuses. This spell has one of 
  four different effects. The caster of the spell can select any 
  one of the following four effects, but can change the effect as 
  a standard action that reduces the total remaining duration 
  by 1 hour.
  Spring: The target is wrapped in light vines, culminating in 
  a crown of bright, beautiful flowers. While the spell remains 
  in effect, the target is immune to bleed effects and regains 1 
  hit point per round whenever below 0 hit points, as long as 
  the target is still alive. This stabilizes the target. For each hit 
  point restored in this way, the spell’s total remaining duration 
  is reduced by 1 hour.
  Summer: The target is surrounded by tiny motes of light. 
  While the spell remains in effect, the target’s base speed 
  increases 10 feet. The target may instead increase its base 
  speed by 30 feet for 1 round by reducing the spell’s total 
  remaining duration by 1 hour.
  Fall: A cloak of autumn leaves appears on the target. While 
  the spell remains in effect, the target gains a +2 morale 
  bonus on Fortitude saves. The target can decide to roll twice 
  on any saving throw against disease or poison and take the 
  higher result by reducing the spell’s total remaining duration 
  by 1 hour.
  Winter: A flutter of snow and crisp air surrounds the target. 
  While this spell remains in effect, the target automatically 
  succeeds at Acrobatics skill checks made to avoid falling while 
  moving across slick or narrow surfaces. The target can move 
  freely through difficult terrain for 1 round by reducing the 
  spell’s remaining duration by 1 hour. Difficult terrain created 
  by magic affects the target normally.
  WHISPERING LORE
  School divination; Level cleric 2, druid 1, ranger 1, witch 1
  Casting Time 1 full-round action
  Components V, S, M/DF (an owl’s beak)
  Range personal
  Target you
  Duration 10 minutes/level (D)
  Upon casting this spell, you are able to gain knowledge from 
  the land itself. As you walk through the terrain, it whisper 
  information in a language you understand, though the 
  whispering is so rambling it is hard to distinguish useful 
  information. This whispering grants you a +4 insight bonus 
  on a single Knowledge skill type appropriate to the type of 
  terrain you are in. If you are within a cold, desert, forest, 
  jungle, mountain, plains, swamp, or water environment, 
  you gain the bonus on Knowledge (nature) checks. If you are 
  within an underground environment, you gain the bonus 
  on Knowledge (dungeoneering) checks. If you are within 
  an urban environment, you gain the bonus on Knowledge 
  (local) checks. If you are on a plane other than the Material 
  Plane, you gain the bonus on Knowledge (planes) checks. If 
  you enter a new terrain, you lose the previous terrain’s skill 
  bonus and gain the new bonus. 
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  Core Races
  Core Races 1
  
  Gnomes
  Gnomes are distant relatives of the fey, and their history 
  tells of a time when they lived in the fey’s mysterious realm, 
  a place where colors are brighter, the wildlands wilder, and 
  emotions more primal. Unknown forces drove the ancient 
  gnomes from that realm long ago, forcing them to seek 
  refuge in this world; despite this, the gnomes have never 
  completely abandoned their fey roots or adapted to mortal 
  culture. Though gnomes are no longer truly fey, their fey 
  heritage can be seen in their innate magic powers, their oft-
  capricious natures, and their outlooks on life and the world.
  Gnomes can have the same concerns and motivations as 
  members of other races, but just as often they are driven 
  by passions and desires that non-gnomes see as eccentric 
  at best, and nonsensical at worst. A gnome may risk his 
  life to taste the food at a giant’s table, to reach the bottom 
  of a pit just because it would be the lowest place he’s ever 
  been, or to tell jokes to a dragon—and to the gnome those 
  goals are as worthy as researching a new spell, gaining 
  vast wealth, or putting down a powerful evil force. While 
  such apparently fickle and impulsive acts are not universal 
  among gnomes, they are common enough for the race as a 
  whole to have earned a reputation for being impetuous and 
  at least a little mad.
  Combined with their diminutive sizes, vibrant 
  coloration, and lack of concern for the opinions of others, 
  these attitudes have caused gnomes to be widely regarded 
  by the other races as alien and strange. Gnomes, in turn, 
  are often amazed how alike other common, civilized races 
  are. It seems stranger to a gnome that humans and elves 
  share so many similarities than that the gnomes do not. 
  Indeed, gnomes often confound their allies by treating 
  Gnome Racial Traits
  +2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but 
  surprisingly hardy, and their attitude makes them naturally agreeable.
  Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a 
  +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus 
  and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  Slow Speed: Gnomes have a base speed of 20 feet.
  Low-Light Vision: Gnomes can see twice as far as humans in conditions of  
  dim light.
  Defensive Training: Gnomes gain a +4 dodge bonus to AC against 
  monsters of the giant subtype.
  Gnome Magic: Gnomes add +1 to the DC of any saving 
  throws against illusion spells that they cast. Gnomes 
  with Charisma scores of 11 or higher also gain the 
  following spell-like abilities: 1/day—dancing lights, 
  ghost sound, prestidigitation, and speak with 
  animals. The caster level for these effects is equal 
  to the gnome’s level. The DC for these spells is equal to 
  10 + the spell’s level + the gnome’s Charisma modifier.
  Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid 
  creatures of the reptilian and goblinoid subtypes because of their 
  special training against these hated foes.
  Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against 
  illusion spells and effects.
  Keen Senses: Gnomes receive a +2 racial bonus on Perception 
  checks.
  Obsessive: Gnomes receive a +2 racial bonus on a Craft or 
  Profession skill of their choice.
  Weapon Familiarity: Gnomes treat any weapon with the word 
  “gnome” in its name as a martial weapon.
  Languages: Gnomes begin play speaking Common, Gnome, and 
  Sylvan. Gnomes with high Intelligence scores can choose from 
  the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  3030
  
  everyone who is not a gnome as part of a single, vast non-
  gnome collective race.
  Physical Description: Gnomes are one of the smallest 
  of the common races, generally standing just over 3 feet 
  in height. Despite their small frames, however, gnomes 
  are extremely resilient, and not as weak as many of their 
  foes assume. Though their diminutive stature reduces 
  their ability to move quickly, gnomes often train to take 
  advantage of their size, especially when fighting foes 
  much larger than themselves.
  The coloration of gnomes varies so wildly that many 
  outsiders assume gnomes commonly use dyes and illusions 
  to change their skin and hair tones. While gnomes are 
  certainly not above cosmetic enhancement (and may wish 
  to change their appearance just to see how outlandish they 
  can look), their natural hues truly range over a rainbow 
  of coloration. Their hair tends toward vibrant colors such 
  as the fiery orange of autumn leaves, the verdant green 
  of forests at springtime, or the deep reds and purples of 
  wildflowers in bloom. Similarly, their flesh tones range 
  from earthy browns to floral pinks, and gnomes with 
  black, pastel blue, or even green skin are not unknown. 
  Gnomes’ coloration has little regard for heredity, with 
  the color of a gnome’s parents and other kin having no 
  apparent bearing on the gnome’s appearance. 
  Gnomes possess highly mutable facial characteristics, 
  and their proportions often don’t match the norm of other 
  humanoid races. Many have overly large mouths and eyes, an 
  effect which can be both disturbing and stunning, depending 
  on the individual. Others may have extremely small features 
  spread over an otherwise blank expanse of face, or may 
  mix shockingly large eyes with a tiny, pursed mouth and a 
  pert button of a nose. Gnomes rarely take pride in or show 
  embarrassment about their features, but members of other 
  races often fixate on a gnome’s most prominent feature and 
  attempt to use it as the focus of insults or endearments.
  Society: Unlike most races, gnomes do not generally 
  organize themselves within classic societal structures. 
  Gnome cities are unusual and gnome kingdoms almost 
  unknown. Further, gnomes have no particular tendency to 
  gather in specific neighborhoods even when a large number 
  of them live among other races. While specific laws meant 
  to contain the potential impact of gnomes on a society may 
  require a “gnome quarter,” and societal pressure sometimes 
  causes all non-gnomes to move away from areas with high 
  gnome populations, left to their own devices, gnomes tend 
  to spread evenly throughout communities that allow them.
  However, even when gnomes are common within a 
  community as a group, individual gnomes tend to be 
  always on the move. Whimsical creatures at heart, they 
  typically travel alone or with temporary companions, 
  ever seeking new and more exciting experiences. They 
  rarely form enduring relationships among themselves 
  or with members of other races, instead pursuing crafts, 
  professions, or collections with a passion that borders on 
  zealotry. If a gnome does settle in an area or stay with a 
  group for a longer period, it is almost always the result of 
  some benefit that area gives to a vocation or obsession to 
  which the gnome had dedicated himself.
  Despite their extremely varied backgrounds and lack of 
  a unifying homeland, gnomes do possess some common 
  cultural traits. Male gnomes have a strange fondness 
  for unusual hats and headgear, often wearing the most 
  expensive and ostentatious head-covering they can afford 
  (and that their chosen careers will allow them to wear 
  without causing problems). Females rarely cover their 
  heads, but proudly wear elaborate and eccentric hairstyles 
  that often include intricate jeweled combs and headpieces.
  Relations: Gnomes have difficulty interacting with the 
  other races, on both emotional and physical levels. In many 
  ways the very fact other races see gnomes as odd is itself 
  the thing gnomes find most odd about other races, and 
  this leads to a strong lack of common ground upon which 
  understanding and relationships can be built. When two 
  gnomes encounter one another, they generally assume 
  some mutually beneficial arrangement can be reached, 
  no matter how different their beliefs and traditions may 
  be. Even if this turns out not to be the case, the gnomes 
  continue to look for commonalities in their dealings with 
  each other. The inability or unwillingness of members 
  of other races to make the same effort when dealing with 
  gnomes is both frustrating and confusing to most gnomes.
  In many ways, it is gnomes’ strong connection to a 
  wide range of apparently unconnected ideas that makes 
  it difficult for other races to build relationships with 
  them. Gnome humor, for example, is often focused on 
  physical pranks, nonsensical rhyming nicknames, and 
  efforts to convince others of outrageous lies that strain 
  all credibility. Gnomes find such efforts hysterically 
  funny, but their pranks often come across as malicious 
  or senseless to other races, while gnomes in turn tend to 
  think of the taller races as dull and lumbering giants. 
  Gnomes get along reasonably well with halflings and 
  humans, who at least have some traditions of bizarre, 
  gnomelike humor. Gnomes generally feel dwarves and half-
  orcs need to lighten up, and attempt to bring levity into 
  their lives with tricks, jokes, and outrageous tales the more 
  dour races simply cannot see the sense of. Gnomes respect 
  elves, but often grow frustrated with the slow pace at which 
  members of the long-lived race make decisions. To gnomes, 
  action is always better than inaction, and many gnomes 
  carry several highly involved projects with them at all times 
  to keep themselves entertained during rest periods.
  Alignment and Religion: Although gnomes are 
  impulsive tricksters, with sometimes inscrutable motives 
  and equally confusing methods, their hearts are generally 
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  Core Races
  Core Races 1
  
  in the right place. What may seem a malicious act to a 
  non-gnome is more likely an effort to introduce new 
  acquaintances to new experiences, however unpleasant the 
  experiences may be. Gnomes are prone to powerful fits of 
  emotion, and find themselves most at peace within the 
  natural world. They are usually neutral good, and prefer to 
  worship deities who value individuality and nature, such 
  as Cayden Cailean, Desna, Gozreh, and Shelyn.
  Adventurers: Gnomes’ propensity for wanderlust, deep 
  curiosity, and desire to master odd or esoteric skills and 
  languages make them natural adventurers. They often 
  become wanderers to experience new aspects of life, 
  for nothing is as novel as the uncounted dangers facing 
  adventurers. Many gnomes see adventuring as the only 
  worthwhile purpose in life, and seek out adventures for 
  no other motive than to experience them. Other gnomes 
  desire to find some lost lore or material that has ties to 
  their chosen vocation and believe only dragon hoards and 
  ancient ruins can contain the lore they need, which can 
  result in gnomes who think of themselves as bakers or 
  weavers being just as accomplished adventurers as those 
  who declare themselves to be mages or scouts.
  Gnomes are physically weak compared to many races, 
  and see this as a simple fact of life to be planned for 
  accordingly. Most adventuring gnomes make up for their 
  weakness with a proclivity for sorcery or bardic music, 
  while others turn to alchemy or exotic weapons to grant 
  them an edge in conflicts.
  Male Names: Abroshtor, Bastargre, Halungalom, 
  Krolmnite, Poshment, Zarzuket, Zatqualmie.
  Female Names: Besh, Fijit, Lini, Majet, Neji, Pai, 
  Queck, Trig.
  ALTERNATE RACIAL RULES
  Gnomes are a wildly varied and independent race. As 
  a result, there are many variations in their abilities, 
  outlooks, and styles. The following rules are just some of 
  the different traits that manifest in gnomes, frequently 
  without regard for heritage or training.
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  standard gnome racial traits. Consult your GM before 
  selecting any of these new options.
  Academician: Some gnomes are more academically 
  inclined than their kin. Gnomes with this racial trait gain 
  a +2 bonus on any single Knowledge skill. This racial trait 
  replaces the obsessive racial trait.
  Bond to the Land: Some gnomes have strong ties to 
  specific kinds of terrain, as a holdover from their fey 
  origins. These gnomes gain a +2 dodge bonus to AC when 
  in a specific terrain type selected from the ranger list of 
  favored terrains. This choice is made at character creation, 
  and cannot be changed. This racial trait replaces defensive 
  training and hatred.
  Darkvision: Some gnome strains have lived in the 
  underground depths for so long they have given up on light 
  entirely and gained darkvision with a range of 60 feet. This 
  racial trait replaces low-light vision and keen senses.
  Eternal Hope: Gnomes rarely lose hope and are always 
  confident that even hopeless situations will work out. 
  Gnomes with this racial trait receive a +2 racial bonus on 
  saving throws against fear and despair effects. Once per day, 
  after rolling a 1 on a d20, the gnome may reroll and use the 
  second result. This racial trait replaces defensive training 
  and hatred.
  Explorer: Many gnomes are obsessed with seeing as much 
  of the world as possible, rather than perfecting some specific 
  talent or vocation. These gnomes gain a +2 racial bonus on 
  Climb checks and checks for one Knowledge skill of their 
  choice. This racial trait replaces hatred and obsessive.
  Fell Magic: Gnomes add +1 to the DC of any saving 
  throws against necromancy spells that they cast. Gnomes 
  with Wisdom scores of 11 or higher also gain the following 
  spell-like abilities: 1/day—bleed, chill touch, detect poison, 
  and touch of fatigue. The caster level for these effects is 
  equal to the gnome’s level. The DC for these spells is equal 
  to 10 + the spell’s level + the gnome’s Wisdom modifier. 
  This racial trait replaces gnome magic.
  Gift of Tongues: Gnomes love languages and learning 
  about those they meet. Gnomes with this racial trait gain 
  a +1 bonus on Bluff and Diplomacy checks, and they learn 
  one additional language every time they put a rank in 
  the Linguistics skill. This racial trait replaces defensive 
  training and hatred.
  Knack with Poison: Some gnomes have an instinctive 
  understanding of poisons and their uses. Gnomes gain 
  a +2 racial bonus on Fortitude saves against poison and 
  a +2 bonus on Craft (alchemy) checks to make poison. 
  The bonus on Fortitude saving throws against poisons 
  increases to +4 if the gnome accidentally poisons himself 
  when applying or readying the substance. This racial trait 
  replaces illusion resistance and obsessive.
  Magical Linguist: Gnomes study languages in both 
  their mundane and supernatural manifestations. Gnomes 
  with this racial trait add +1 to the DC of spells they cast 
  with the language-dependent descriptor or those that 
  create glyphs, symbols, or other magical writings. They 
  gain a +2 racial bonus on saving throws against such 
  spells. Gnomes with Charisma scores of 11 or higher also 
  gain the following spell-like abilities: 1/day—arcane mark, 
  comprehend languages, message, read magic. The caster level 
  for these effects is equal to the gnome’s level. This racial 
  trait replaces gnome magic and illusion resistance.
  Master Tinker: Gnomes experiment with all manner of 
  mechanical devices. Gnomes with this racial trait gain a 
  3232
  
  +1 bonus on Disable Device and Knowledge (engineering) 
  checks. They are treated as proficient with any weapon 
  they have personally crafted. This racial trait replaces 
  defensive training and hatred.
  Pyromaniac: Gnomes with this racial trait are treated 
  as one level higher when casting spells with the fire 
  descriptor, using granted powers of the Fire domain, using 
  the bloodline powers of the fire elemental bloodline or the 
  revelations of the oracle’s flame mystery, and determining 
  the damage of alchemist bombs that deal fire damage (this 
  ability does not give gnomes early access to level-based 
  powers; it only affects the powers they could use without 
  this ability). Gnomes with Charisma scores of 11 or higher 
  also gain the following spell-like abilities: 1/day—dancing 
  lights, flare, prestidigitation, produce flame. The caster level 
  for these effects is equal to the gnome’s level; the DCs are 
  Charisma-based. This racial trait replaces gnome magic 
  and illusion resistance.
  Warden of Nature: Gnomes must often protect their 
  homes against unnatural or pestilential infestations. 
  Gnomes with this racial trait gain a +2 dodge bonus to AC 
  against aberrations, oozes, and vermin, and a +1 bonus on 
  attack rolls against them because of their special training. 
  This racial trait replaces defensive training and hatred.
  Racial Subtypes
  You can combine various alternate racial traits to create 
  gnome subraces or variant races, such as the following.
  Dread Gnomes: Moodier, less forgiving, and often 
  crueler than other gnomes, dread gnomes trace their 
  heritage to the darker, more bloodthirsty lines of fey. 
  Though not all dread gnomes are evil, they all find humor 
  in watching others suffer, and have little use for the bright 
  colors and joyful pursuits of their more cheerful cousins. 
  Dread gnomes have the fell magic and knack for poison 
  alternate racial traits.
  Gear Gnomes: Sometimes rather than a single gnome 
  becoming obsessed with a project, whole families of gnomes 
  undertake a project so massive it requires generations of 
  artisans to complete. Such projects often involve complex 
  clockwork devices (or entire clockwork buildings), and 
  those born into families dedicated to lifetimes of work on 
  them are known as gear gnomes. Gear gnomes have the 
  academician and master tinker alternate racial traits.
  Lava Gnomes: Fascinated by the power of magma 
  and living in vast caverns beneath active volcanoes, lava 
  gnomes are considered hot-tempered and dangerously 
  unstable even by other gnomes. Lava gnomes have the 
  darkvision and pyromaniac alternate racial traits.
  Traveler Gnomes: These gnomes were born on the move, 
  their families living on a ship or in a caravan wagon. These 
  gnomes have the magical linguist and either the explorer 
  or the gift of tongues alternate racial traits.
  Favored Class Options
  The following options are available to all gnomes who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward.
  Alchemist: Add +1/2 to the number of bombs per day the 
  alchemist can create.
  Barbarian: Add a +1/2 bonus to the barbarian’s trap sense.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 to the cavalier’s mounted base speed. In 
  combat this has no effect unless the cavalier has selected 
  this reward five times (or another increment of five). If the 
  cavalier ever replaces his mount, the new mount gains this 
  bonus to its speed.
  Cleric: Add +1/2 to the cleric’s channeled energy total 
  when healing creatures of the animal, fey, and plant types.
  Druid: The druid gains energy resistance 1 against 
  acid, cold, electricity, or fire. Each time the druid selects 
  this reward, increase her resistance to one of these energy 
  types by +1 (maximum 10 for any one type).
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  dirty trick or steal attempt.
  Gunslinger: The gunslinger reduces the amount of time 
  needed to restore a broken firearm using the Gunsmithing 
  feat by 5 minutes (maximum reduction of 50 minutes).
  Inquisitor: Add a +1 bonus on concentration checks 
  when casting inquisitor spells.
  Magus: Add one of the following weapon special abilities 
  to the list of weapon special abilities the magus may add 
  to his weapon using his arcane pool: defending, ghost touch, 
  merciful, mighty cleaving, vicious (Core Rulebook); allying, 
  conductive, corrosive, corrosive burst, menacing (Advanced 
  Player’s Guide). Once an ability has been selected with this 
  reward, it cannot be changed.
  Monk: Add +1 to the monk’s Acrobatics check bonus 
  gained by spending a point from his ki pool. A monk must 
  be at least 5th level to select this benefit.
  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 DR 1/magic to the ranger’s animal 
  companion. Each additional time the ranger selects this 
  benefit, the DR/magic increases by +1/2 (maximum DR 10/
  magic). If the ranger ever replaces his animal companion, 
  the new companion gains this DR. 
  Rogue: The rogue gains a +1/2 bonus on Disable Device 
  and Use Magic Device checks related to glyphs, symbols, 
  scrolls, and other magical writings.
  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.
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  Core Races
  Core Races 1
  
  Summoner: Add +1 hit point to the summoner’s eidolon.
  Witch: The witch gains 1/6 of a new witch hex.
  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 +1/2 
  to the number of uses per day of that arcane school power.
  RACIAL ARCHETYPES
  The following racial archetypes are available to gnomes.
  Experimental Gunsmith (Gunslinger)
  The experimental gunsmith is obsessed with creating the 
  ultimate firearm, and is willing to take risks to work the 
  kinks out of her design. An experimental gunsmith has 
  the following class features.
  Experimental Firearm (Ex): At 1st level, an experimental 
  gunsmith begins play with an experimental firearm. 
  This acts as the gunslinger’s gunsmith ability, but the 
  firearm the experimental gunsmith begins with has 
  one innovation (see below). Further, the experimental 
  gunsmith is treated as having the Gunsmithing feat, 
  but only in regard to his beginning firearm (or the 
  construction of a replacement firearm of the same design, 
  if the original is lost). This ability otherwise works like 
  the standard gunslinger’s gunsmith and Gunsmithing 
  abilities and replaces those abilities.
  Innovations (Ex): An experimental gunsmith starts 
  play with one innovation she can make to her experimental 
  firearms, selected from the list below. This innovation is 
  a radical change to the typical design of a firearm, and 
  comes with both additional benefits and noteworthy 
  drawbacks. The experimental gunsmith can maintain 
  only one experimental firearm modified with one or 
  more innovations, as it requires constant adjustments 
  and much of her time is spent maintaining the weapon. If 
  the experimental gunsmith takes the Gunsmithing feat, 
  she can create other firearms using a single innovation 
  she knows (or add one innovation to an existing firearm), 
  though such weapons become unreliable over time. The 
  misfire value of such weapons increases by 1 for each week 
  after its creation, although the experimental gunsmith 
  can return the misfire rate to normal by spending 1 
  day maintaining the weapon and spending 50 gp in raw 
  materials. For the purposes of crafting such firearms, 
  each innovation is treated as the masterwork weapon 
  quality (with a value of 300 gp).
  At 5th level, and every four levels after that (9th, 13th, 
  and 17th level), the experimental gunsmith learns one 
  additional innovation from the list below. These represent 
  constant and increasingly skilled tinkering with a single 
  firearm in her possession, and when the experimental 
  gunsmith gains an innovation, she may immediately apply 
  it to her experimental firearm. Once an innovation has 
  been selected, it cannot be changed. This ability replaces 
  gun training.
  Expanded Capacity: The experimental gunsmith increases 
  her firearm’s capacity by one (generally by adding another 
  barrel, depending on the weapon’s design). She also 
  increases its weight by 50%. Because of the complexity of 
  increasing its capacity, her weapon is more prone to misfire, 
  and its misfire value increases by 1 (this is in addition 
  to any misfire increase if the weapon is made with the 
  Gunsmithing feat).
  Expanded Chamber: The experimental gunsmith’s 
  firearm has a much larger than normal chamber for 
  black powder, allowing her to use 2 doses of powder 
  with each shot. The weapon grants a +1 circumstance 
  bonus on damage rolls. However, when the weapon 
  misfires, it causes a flashburn. This is the same as the 
  weapon exploding (dealing damage from a corner of the 
  experimental gunsmith’s square), except the weapon is 
  not automatically destroyed. If a broken weapon misfires, 
  it is destroyed as normal.
  Grapple Launcher: The experimental gunsmith’s firearm 
  includes a special set of rails that allows her to slide a 
  grappling hook over the barrel and fire it as a full-round 
  action. The grappling hook anchors into anything she 
  successfully hits with an attack roll, and the DC of the 
  Strength check required to pull the grappling hook loose is 
  equal to her attack roll to lodge it in place. A Disable Device 
  check can remove it with a +5 bonus on the check, and a 
  creature struck by the hook can escape it with a combat 
  maneuver check or Escape Artist check with a +5 bonus on 
  the check. The firearm is powerful enough to fire a hook 
  trailing up to 100 feet of rope, but throws off the balance 
  of the experimental gunsmith’s firearm, reducing its range 
  increment by 50%.
  Recoilless: The experimental gunsmith’s firearm includes 
  a series of gears, springs, and pistons designed to reduce 
  its recoil and thus improve accuracy. The range increment 
  of the weapon increases by 10 feet. However, the system is 
  fragile, and easily damaged. Anytime the weapon misfires, 
  this system becomes broken and does not function until the 
  experimental gunsmith spends 1 hour repairing it.
  Vial Launcher: The experimental gunsmith adds a special 
  tube onto her firearm that can hold 1 vial of alchemical 
  material, such as alchemist’s fire, a tanglefoot bag, or a 
  thunderstone. A special trigger allows her to channel the 
  force of black powder into this tube to launch the vial as 
  a ranged attack with half the range increment of her 
  firearm. The experimental gunsmith can take this action 
  in place of any single ranged attack, and may use the 
  same attack bonus that she can apply to the firearm. If the 
  alchemical substance has a save DC, it becomes 10 + 1/2 
  her experimental gunsmith level + her Wisdom modifier 
  when she launches the vial from her firearm. This increase 
  3434
  
  only applies to the initial saving throw. If additional saving 
  throws are called for, they are resolved as normal. Reloading 
  the tube is a time-consuming process and requires two full-
  round actions. If the weapon misfires while loaded with an 
  alchemical substance, it detonates with the experimental 
  gunsmith (and the firearm) as the target. 
  Prankster (Bard)
  The prankster sees humor as the highest form or art, and 
  pranks as the highest form of humor. In addition to setting 
  friends up for light-hearted pranks, the prankster can use 
  his quick wit and cruel sense of humor to enrage foes 
  before incapacitating them with a clever turn of phrase.
  Bardic Performance: A prankster’s bardic performance 
  functions like a bard’s, but some of its 
  performances are exchanged for those 
  listed below.
  Mock (Su): At 1st level, the prankster can 
  use his performance to cause one or 
  more creatures to become furious 
  with him. Each creature to be 
  mocked must be within 90 feet, 
  able to see, hear, and understand 
  the prankster, and capable of 
  paying attention to him. The 
  prankster must also be able to see 
  the creatures affected. For every 
  three levels the prankster has attained beyond 1st, 
  he can target one additional creature with this ability.
  Each creature within range receives a Will save 
  (DC 10 + 1/2 the prankster’s level + the prankster’s 
  Charisma modifier) to negate the effect. If a 
  creature’s saving throw succeeds, the prankster 
  cannot successfully mock that creature for 24 hours. 
  If its saving throw fails, the creature is angered by 
  the performance and seeks to harm the prankster. While 
  the prankster maintains the mocking, the target takes 
  a –2 penalty on all attack rolls and skill checks until it 
  has successfully attacked the prankster with a melee or 
  ranged attack, or has harmed the creature with a spell 
  that deals damage.
  Mock is an enchantment (compulsion) mind-affecting 
  ability. Mock relies on audible and visual components in 
  order to function. This ability replaces fascinate.
  Punchline (Sp): At 6th level, the prankster can use his 
  performance to tell a punchline to amuse a creature he 
  has already mocked (see above), goading it into hideous 
  laughter (as the spell). Using this ability does not disrupt 
  the mock effect, but it does require a standard action to 
  activate (in addition to the free action to continue the 
  mock effect). A prankster can use this ability more 
  than once against an individual creature during an 
  individual performance.
  Telling a punchline does not count against a 
  prankster’s daily use of bardic performance. A 
  Will saving throw (DC 10 + 1/2 the bard’s level + the 
  bard’s Charisma modifier) negates the effect. This 
  ability affects only a single creature. Punchline is an 
  enchantment (compulsion), mind affecting, language-
  dependent ability and relies on audible components. 
  This ability replaces the suggestion ability.
  Mass Punchline (Sp): This ability functions just like 
  punchline, but allows a prankster of 18th level or higher 
  to use hideous laughter simultaneously against any number 
  of creatures that he has mocked. This ability replaces the 
  mass suggestion ability.
  Swap (Ex): A prankster can steal an object from a 
  creature and replace it with another object of the same 
  size or smaller that the prankster has in his hand. This 
  functions as the steal combat maneuver (Advanced Player’s 
  Guide 322), but the prankster does not provoke an attack 
  of opportunity, and may use his Sleight of Hand check 
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  Core Races
  Core Races 1
  
  in place of his combat maneuver check. If the prankster’s 
  check exceeds the target’s CMD by 10 or more, the target 
  is unaware the swap has been made until it tries to use 
  the swapped object or the end of its next turn (whichever 
  happens first). This ability replaces lore master.
  Saboteur (Alchemist)
  The saboteur is an alchemist who specializes in 
  destroying the plans, materials, and allies of his enemies. 
  A saboteur has focused his alchemical research toward 
  new ways to conceal his presence, sow confusion, and 
  blow up large structures.
  Class Skills: A saboteur adds Knowledge (engineering) 
  to his list of class skills and removes Knowledge (nature) 
  from his list of class skills. 
  Chameleon Mutagen (Su): At 1st level, a saboteur 
  discovers how to create a special elixir that he can imbibe 
  in order to heighten his ability to move undetected and 
  his mobility at the cost of his physical might. When 
  consumed, the elixir causes the saboteur’s skin to 
  change color to match the background and causes his 
  hands and feet to secrete a sticky residue. This grants 
  him a circumstance bonus on Stealth checks equal 
  to half his alchemist level (minimum +1), as well as 
  granting him a climb speed equal to half his base speed, 
  for 10 minutes per saboteur level. In addition, while the 
  chameleon extract is in effect, the saboteur takes a –2 
  penalty to his Strength.
  This ability replaces mutagen. A saboteur who drinks 
  an alchemist’s mutagen is treated as a non-alchemist. All 
  limitations to mutagens apply to chameleon mutagen 
  as if it were the same ability. The infuse mutagen 
  discovery and persistent mutagen class ability apply to 
  the chameleon mutagen.
  Saboteur Discoveries: The following new options may 
  be taken as discoveries by a saboteur.
  Bore Bomb*: When the saboteur creates a bomb, he 
  may choose to make it a bore bomb. If a bore bomb 
  strikes a wall, gate, siege engine, or similar large, 
  solid, inanimate structure, it ignores half the target’s 
  hardness and deals 1 point of damage per saboteur level. 
  If a bore bomb reduces an inanimate target to half its 
  hit points or fewer, it blows a hole 5 feet wide and 5 feet 
  deep in the target.
  Complex Bomb: When the saboteur creates a bomb, 
  he can choose to have it modified by two different 
  discoveries that modify a bomb’s damage (those 
  discoveries marked with an asterisk). Each discovery 
  modifies half the bomb’s damage dice, rounding down. 
  For example, a concussive/frost bomb from a 9th-level 
  saboteur deals 2d4 points of sonic damage + 2d6 points 
  of frost damage. Creating a complex bomb counts as 2 
  daily uses of the bomb ability.
  Grand Chameleon Mutagen: The saboteur’s chameleon 
  mutagen now grants him a circumstance bonus on 
  Stealth checks equal to his alchemist level, as well 
  as granting him a climb speed equal to his normal 
  movement speed. The saboteur must possess the greater 
  chameleon mutagen discovery and be at least 16th level to 
  select this discovery.
  Greater Chameleon Mutagen: The saboteur’s chameleon 
  mutagen now also grants the saboteur the hide in plain 
  sight ability, as the ranger ability of the same name, but 
  it functions in any terrain. The saboteur must be at least 
  12th level to select this discovery.
  Grand Discoveries: A saboteur may select the following 
  grand discovery.
  True Chameleon Mutagen: The saboteur’s chameleon 
  mutagen now acts as if he was under the effects of the 
  improved invisibility and spider climb spells, using his 
  alchemist level as the caster level, for the duration of the 
  mutagen. The saboteur must possess the grand chameleon 
  mutagen discovery to select this grand discovery.
  Discoveries: The following discoveries complement 
  the saboteur archetype: acid bomb, concussive bomb, 
  delayed bomb, explosive bomb, fast bombs, inferno 
  bomb, madness bomb, precise bombs, smoke bomb, 
  stink bomb (Advanced Player’s Guide); explosive missile, 
  immolation bomb, siege bomb (Ultimate Combat); 
  blinding bomb, cognatogen, confusion bomb, tanglefoot 
  bomb (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to gnomes. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Gnome Equipment
  Gnomes have access tot he following equipment.
  Dilettante’s Outfit: These clothes are favored by 
  gnome inventors and wanderers, and consist of sturdy 
  boots, a pair of stout linen pants or skirt, a cloth shirt, 
  leather gloves, a hat and cloak, and numerous belts, 
  straps, and accessories (such as scarves, a vest, bits 
  of rope or twine, and bandoleers). These items are 
  generally mismatched, each having been selected as 
  “superior” from some other set of clothing, and are rife 
  with pockets and small hidey-holes. It the wearer a +2 
  circumstance bonus on Sleight of Hand checks made to 
  conceal a small object on her body.
  Hound’s Blood: If you apply the thick, red paste 
  known as hound’s blood to your nostrils or upper 
  lip, it greatly enhances your sense of smell. For most 
  creatures, this grants a +2 circumstance bonus on 
  Perception checks for 1 hour. For gnomes, it brief ly 
  grants a super-heightened sense of smell, granting the 
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  scent ability for 5 minutes, before the potency is reduced 
  to a +2 circumstance bonus on Perception checks for an 
  additional 1 hour.
  Moonrod: This 1-foot-long, silver-tipped tin rod glows 
  dimly when struck as a standard action. It sheds dim 
  light in a 30-foot radius. However, the light given off by 
  a moonrod is particularly easily to perceive for creatures 
  with low-light vision. For such creatures, a moonrod 
  increases the light level by one step (to a maximum of 
  normal) for a 60-foot radius. It glows for 6 hours, after 
  which the silver tip is burned out and worthless.
  Obsession Log: Gnomes use these small books to 
  record information about their obsessions. When a 
  gnome consults her obsession log (taking 1 minute), 
  she gains a +2 circumstance bonus on the next Craft or 
  Profession check she makes, as long as that skill was the 
  one chosen for her obsessive racial trait.
  Scentbane Incense: Scentbane incense is a form of 
  smokestick that also blocks most scents. As long as the 
  smoke lasts, creatures with the scent special ability 
  must make Perception checks, opposed by the Stealth 
  checks of any creatures within the smoke, to use scent to 
  locate creatures within the smoke. If a creature remains 
  in scentbane incense for 5 rounds or more, the smoke 
  clings to it for 1 round after it leaves, making it similarly 
  difficult to find by scent during that time.
  Sheriff’s Whistle: Used most often by gnome sheriffs 
  and rangers, a sheriff’s whistle gives off a piercing shriek 
  that can easily be heard up to 1,000 feet away under 
  ordinary circumstances. However, the frequency of the 
  shriek is such that it can only be heard by badgers, dogs, 
  and gnomes.
  Gnome Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Dilettante’s outfit 
  20 gp 
  8 lbs.* 
  —
  Hound’s blood (vial) 
  110 gp 
  — 
  20
  Moonrod 
  10 gp 
  1 lb. 
  25
  Obsession log 
  25 gp 
  1 lb. 
  —
  Scentbane incense 
  80 gp 
  — 
  20
  Sheriff’s whistle 
  1 gp 
  — 
  —
  * This items weighs 1/4 of this amount when made for 
  Small characters.
  Gnome Feats
  Gnomes have access to the following feats.
  Casual Illusionist
  You can use your innate magic to create minor illusions 
  that augment your efforts at trickery and deceit.
  Prerequisites: Gnome, gnome magic racial trait.
  Benefit: As long as you have at least one spell-like 
  ability unused from your gnome magic racial trait, you 
  gain a +2 racial bonus on all Bluff, Disguise, and Sleight 
  of Hand checks you make. At 10th level, these bonuses 
  increase to +4.
  Special: This feat counts as the Deceitful feat for the 
  purposes of all prerequisites.
  Expanded Resistance
  You have expanded your natural resistance to magic to 
  encompass different kinds of magic.
  Prerequisites: Gnome, illusion resistance racial trait.
  Benefit: Select one school of magic other than illusion. 
  You gain a +2 racial bonus on saving throws against spells 
  or effects from the selected school.
  Special: You may select this feat more than once. Its 
  effects do not stack. Each time you select it, it applies to a 
  different school of magic.
  Gnome Weapon Focus (Combat)
  Your extensive training with traditional gnome weapons 
  gives you an advantage.
  Prerequisites: Base attack bonus +1, gnome, proficient 
  with all martial weapons.
  Benefit: You gain a +1 bonus on attack rolls with gnome 
  weapons (weapons with “gnome” in the title).
  Great Hatred (Combat)
  Your rage burns with vast intensity.
  Prerequisites: Gnome, hatred racial trait.
  Benefit: You gain an additional +1 bonus on melee and 
  thrown weapon attacks against targets of your hatred 
  racial trait.
  Vast Hatred (Combat)
  Your rage stretches beyond normal bounds.
  Prerequisites: Gnome, hatred racial trait.
  Benefit: Select two creature types (and subtypes where 
  appropriate) from the list of potential favored enemies 
  from the ranger class ability. Your +1 attack bonus from 
  the hatred racial trait applies to creatures of the selected 
  types (and subtypes). 
  Special: You may take this feat more than once. Its 
  benefits do not stack. Each time you select this feat, you 
  select two additional creature types to which your hatred 
  racial trait applies.
  Gnome Magic Items
  Magic items crafted by gnomes are often useful tools to 
  assist them in their labors or items that take advantage of 
  their innate magical abilities.
  AMAZING TOOLS OF MANUFACTURE
  Aura faint transmutation; CL 3rd
  Slot none; Price 12,000 gp; Weight 1 lb.
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  Core Races
  Core Races 1
  
  DESCRIPTION
  Tools of this type always appear to be of the highest quality and 
  wrought of the finest materials, most often mithral, darkwood, 
  and adamantine. In the hands of a casual wielder, these items 
  simply appear to be magically enhanced masterwork tools 
  for a specific Craft skill (determined randomly), granting a +4 
  circumstance bonus on such skill checks. 
  However, in the hands of a craftsman with 6 or more ranks in 
  the selected Craft skill, the greater power of the amazing tools of 
  manufacture becomes apparent. The wielder may use the tools to 
  create items using the Craft skill much more surely and quickly. 
  The wielder may take raw materials with a value equal to half the 
  price of an object to be crafted, and produce a finished object 
  in as little as 1 hour for an item with a final cost of 
  2,000 gp or less. For objects with a final cost of more 
  than 2,000 gp, the wielder can perform 2,000 gp worth of work 
  in a single hour, but only once each day. Only a single skill check 
  is required to successfully complete the item, made on the last 
  day of crafting and gaining the +4 circumstance bonus granted 
  by the tools. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, Master Craftsman; 
  Cost 6,000 gp
  BOOTS OF ESCAPE
  Aura faint conjuration; CL 5th
  Slot feet; Price 8,000 gp; Weight 1 lb.
  DESCRIPTION
  These sturdy, leather-soled cloth boots have straps at the 
  ankles and calves to ensure a snug fit. Once per day, when 
  the wearer of the boots is grappled, pinned, or entangled, he 
  may transfer himself to any spot within 30 feet. This acts as if 
  the wearer had used a dimension door spell. A gnome wearing 
  these boots may instead transfer himself up to 400 feet.
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a 
  gnome or a wizard specialized in the school of conjuration; 
  Cost 4,000 gp
  PHANTASMAL GEM
  Aura faint illusion; CL 3rd
  Slot none; Price 4,000 gp; Weight 1 lb.
  DESCRIPTION
  This small cut crystal appears to be filled with hazy, indistinct 
  images that constantly shift and vary. If a spellcaster holding 
  the phantasmal gem casts an illusion spell with a duration 
  of concentration (or concentration + a number of rounds), 
  the illusion lasts up to an additional 10 rounds after the 
  spellcaster ceases concentrating on it. The spellcaster may 
  end the illusion early as a swift action. The phantasmal gem 
  can be used multiple times in a day, but cannot grant more 
  than a total of 10 additional rounds of illusion spells per 
  day. A gnome using a phantasmal gem can recharge it by 
  expending uses of spell-like abilities gained through the 
  gnome magic racial trait. Each spell-like ability expended 
  as a standard action recharges 1 round of duration to the 
  phantasmal gem (up to a maximum of 10 rounds).
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a 
  gnome or a wizard specialized in the school of illusion; 
  Cost 2,000 gp
  RING OF CRAFT MAGIC
  Aura faint transmutation; CL 3rd
  Slot ring; Price 12,000 gp; Weight 1 lb.
  DESCRIPTION
  A ring of craft magic always bears some sort of tool-like 
  design in its craftsmanship. The wearer of the ring sees 
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  spells as similar to crafts, and vice versa. The wearer of this 
  ring may make a Craft check in place of a Spellcraft check to 
  identify an item that could be created with the Craft skill. The 
  wearer may also expend a spell slot or prepared spell to gain 
  an enhancement bonus equal to the level of the expended 
  spell on a single Craft or Profession check (regardless of the 
  amount of time needed to make the check).
  CONSTRUCTION
  Requirements Forge Ring, creator must have the obsession 
  racial trait; Cost 6,000 gp
  Gnome Spells
  Gnomes have access to the following spells.
  DEATH FROM BELOW
  School abjuration; Level bard 3, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Save Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  You grant the target a dodge bonus to its Armor Class against 
  attacks from larger creatures. The bonus is equal to +1 for 
  every size category the attacker is larger than the target of 
  the spell, to a maximum of +1 per 3 caster levels. If the spell’s 
  target is a gnome, the maximum bonus is equal to +1 per 2 
  caster levels.
  JITTERBUGS
  School illusion (figment) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range short (25 ft. +5 ft. 2/levels)
  Target one creature
  Duration 1 round/level
  Save Will negates Spell Resistance yes
  You cause the target to perceive itself as being covered in 
  creeping, crawling, stinging bugs. This causes the target to 
  become jittery and unable to stay still, forcing it to constantly 
  move and twitch. The target takes a –4 penalty on all Dexterity 
  checks and Dexterity-based skill checks, and cannot take the 
  delay, ready, or total defense actions.
  MAJOR PHANTOM OBJECT
  School illusion (figment) [mind-affecting]; Level sorcerer/
  wizard 5
  Casting Time 10 minutes
  Range close (25 ft. + 5 ft./2 levels)
  Effect phantasmal, unattended, nonmagical object, up to 1 
  cu. ft./level
  Duration 10 minutes/level (D)
  Save Will negates; Spell Resistance yes
  This spell functions as the major creation spell, except as 
  noted above and the object created is a semi-real phantasm. 
  Any creature that interacts with the object may make a Will 
  save, with success causing the object to cease to exist. A 
  gnome casting this spell may make a Spellcraft check in place 
  of any Craft check required to make a complex item.
  MINOR DREAM
  School illusion (figment) [mind-affecting]; Level alchemist 2, 
  bard 3, sorcerer/wizard 3, witch 2
  Casting Time 1 minute
  Components V, S
  Range unlimited
  Target you or one gnome touched
  Duration see text
  Save none; Spell Resistance yes
  This spell functions as the dream spell, except as follows. 
  The messenger must be yourself or a gnome touched. The 
  message can be no longer than 20 words. If the recipient of 
  the message is not asleep when the spell is cast, the spell 
  automatically fails. 
  MINOR PHANTOM OBJECT
  School illusion (figment) [mind-affecting]; Level sorcerer/
  wizard 4
  Casting Time 1 minute
  Components V, S
  Range 0 ft.
  Effect phantasmal, unattended, nonmagical object of 
  nonliving plant matter, up to 1 cu. ft./level
  Duration 10 minutes/level (D)
  Save Will negates; Spell Resistance yes
  This spell functions as the minor creation spell, except the 
  object created is a semi-real phantasm. Any creature that 
  interacts with the object may make a Will save, with success 
  causing the object to cease to exist. A gnome casting this 
  spell may make a Spellcraft check in place of any Craft check 
  required to make a complex item.
  RECHARGE INNATE MAGIC
  School transmutation; Level alchemist 1, bard 1, cleric 1, 
  druid 1, inquisitor 1, magus 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  You channel magic energy into your own aura, recharging 
  your innate magic abilities. You regain one use of all 0-level 
  and 1st-level spell-like abilities you can use as a result of a 
  racial trait.
  3939
  Core Races
  Core Races 1
  
  Half-Elves
  Elves have long drawn the covetous gazes of other races. 
  Their generous lifespans, magical affinity, and inherent 
  grace each contribute to the admiration or bitter envy 
  of their neighbors. Of all their traits, however, none so 
  entrance their human associates as their beauty. Since the 
  two races first came into contact with each other, humans 
  have held up elves as models of physical perfection, 
  seeing in these fair folk idealized versions of themselves. 
  For their part, many elves find humans attractive despite 
  their comparatively barbaric ways, and are drawn to the 
  passion and impetuosity with which members of the 
  younger race play out their brief lives.
  Sometimes this mutual infatuation leads to romantic 
  relationships. Though usually short-lived, even by human 
  standards, such trysts may lead to the birth of half-
  elves, a race descended from two cultures yet inheritor of 
  neither. Half-elves can breed with one another, but even 
  these “pureblood” half-elves tend to be viewed as bastards 
  by humans and elves alike. Caught between destiny and 
  derision, half-elves often view themselves as the middle 
  children of the world.
  Physical Description: Half-elves stand taller than 
  humans but shorter than elves. They inherit the lean 
  build and comely features of their elven lineage, but 
  their skin color is normally dictated by their human side. 
  While half-elves retain the pointed ears of elves, theirs 
  are more rounded and less pronounced. Their eyes tend 
  to be humanlike in shape, but feature an exotic range of 
  colors from amber or violet to emerald green and deep 
  blue. This pattern changes for half-elves of drow descent, 
  however. Such elves are almost unfailingly marked with 
  the white or silver hair of the drow parent, and more often 
  than not have dusky gray skin that takes on a purplish 
  or bluish tinge in the right light, while their eye color 
  usually favors that of the human parent. 
  Society: Their lack of a unified homeland and culture 
  forces half-elves to remain versatile, able to conform 
  to nearly any environment. While often considered 
  attractive to both races for the same reasons as their 
  parents, half-elves rarely fit in with either humans or 
  elves, as both races see too much evidence of the other 
  in them. This lack of acceptance weighs heavily on many 
  Half-Elf Racial Traits
  +2 to One Ability Score: Half-elf characters gain a +2 bonus to one 
  ability score of their choice at creation to represent their varied nature.
  Medium: Half-elves are Medium creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Half-elves have a base speed of 30 feet.
  Low-Light Vision: Half-elves can see twice as far as humans in conditions of 
  dim light. 
  Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
  Elf Blood: Half-elves count as both elves and humans for any effect related 
  to race.
  Elven Immunities: Half-elves are immune to magic sleep effects and 
  gain a +2 racial saving throw bonus against enchantment spells and effects.
  Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
  Multitalented: Half-elves choose two favored classes at first level and 
  gain +1 hit point or +1 skill point whenever they take a level in either one 
  of those classes. 
  Languages: Half-elves begin play speaking Common and Elven. 
  Half-elves with high Intelligence scores can choose any languages 
  they want (except secret languages, such as Druidic).
  4040
  
  half-elves, yet others are bolstered by their unique status, 
  seeing in their lack of a formalized culture the ultimate 
  freedom. As a result, half-elves are incredibly adaptable, 
  capable of adjusting their mind-sets and talents to whatever 
  societies they find themselves in. 
  Even half-elves welcomed by one side of their heritage 
  often find themselves caught between cultures, as they 
  are encouraged, cajoled, or even forced into taking on 
  diplomatic responsibilities between human and elven kind. 
  Many half-elves rise to the occasion of such service, seeing 
  it as a chance to prove their worth to both races. Others, 
  however, come to resent the pressures and presumptions 
  foisted upon them by both races and turn any opportunity 
  to broker power, make peace, or advance trade between 
  humans and elves into an exercise in personal profit.  
  Relations: Half-elves understand loneliness, and know 
  that character is often less a product of race than of life 
  experience. As such, they are often open to friendships 
  and alliances with other races, and less likely than most 
  to rely on first impressions when forming opinions of 
  new acquaintances. 
  While many races join together to produce mixed 
  offspring of notable power, such as half-orcs, half-
  dragons, and half-fiends, half-elves seem to have a unique 
  position in the eyes of their progenitors and the rest of 
  the world. Those humans who admire elvenkind see half-
  elves as a living link or bridge between the two races. But 
  this attitude often foists unfair expectations and elevated 
  standards upon half-elves, and quickly turns to derision 
  when they do not live up to the grand destinies that 
  others set for them. Additionally, those half-elves raised 
  by or in the company of elves often have the human half 
  of their parentage dubbed a mere obstacle, something to 
  be overcome with proper immersion and schooling in 
  the elven ways, and even the most well-meaning elven 
  mentors often push their half-elven charges to reject a 
  full half of themselves in order to “better” themselves. 
  The exception is those few half-elves born of humans 
  and drow. Not unlike most half-orcs, such unions are 
  commonly born out of violence and savagery that leaves 
  the child unwanted by its mother if not killed outright. 
  Moreover, as the physical features of half-drow clearly 
  mark their parentage, crafting a reputation founded 
  on deeds and character instead of heritage is more 
  challenging for them. Even the most empathetic of other 
  half-elves balk at the sight of a half-drow.  
  Among other races, half-elves form unique and often 
  unexpected bonds. Dwarves, despite their traditional 
  mistrust of elves, see a half-elf’s human parentage as 
  something hopeful, and treat them as half-humans rather 
  than half-elves. Additionally, while dwarves are long-lived, 
  the lifespan of the stout folk is closer to a half-elf’s own 
  than that of either of her parents. As a result, half-elves 
  and dwarves often form lasting bonds, be they ones of 
  friendship, business, or even competitive rivalry.
  Gnomes and halflings often see half-elves as a curiosity. 
  Those half-elves who have seen themselves pushed to the 
  edges of society, truly without a home, typically find gnomes 
  and halflings frivolous and worthy of disdain, but secretly 
  envy their seemingly carefree ways. Clever and enterprising 
  gnomes and halflings sometimes partner with a half-elf 
  for adventures or even business ventures, using the half-
  elf’s participation to lend their own endeavors an air of 
  legitimacy that they cannot acquire on their own.
  Perhaps the most peculiar and dichotomous relations 
  exist between half-elves and half-orcs. Those half-orcs 
  and half-elves who were raised among their non-human 
  kin normally see one another as hated and ancient foes. 
  However, half-elves who have been marginalized by society 
  feel a deep, almost instant kinship with half-orcs, knowing 
  their burdens are often that much harder because of their 
  appearance and somewhat brutish nature. Not all half-orcs 
  are inclined or able to understand such empathy, but those 
  who do often find themselves with a dedicated diplomat, 
  liaison, and apologist. For their own part, half-orcs usually 
  return the favor by acting as bodyguards or intimidators, and 
  take on other roles uniquely suited to their brawny forms.
  Alignment and Religion: Half-elves’ isolation strongly 
  influences their characters and philosophies. Cruelty 
  does not come naturally to them, nor does blending in 
  or bending to societal convention—as a result, most 
  half-elves are chaotic good. Half-elves’ lack of a unified 
  culture makes them less likely to turn to religion, but 
  those who do generally follow the common faiths of their 
  homeland. Others come to religion and worship later in 
  their lives, especially if they have been made to feel part of 
  a community through faith or the work of clerical figures. 
  Some half-elves feel the pull of the divine but live beyond 
  the formal religious instruction of society. Such individuals 
  often worship ideas and concepts like freedom, harmony, 
  or balance, or the primal forces of the world. Still others 
  gravitate toward long-forgotten gods, finding comfort and 
  kinship in the idea that even deities can be overlooked.  
  Adventurers: Half-elves tend to be itinerants, wandering 
  the lands in search of a place they might finally call home. 
  The desire to prove themselves to the community and 
  establish a personal identity—or even a legacy—drives 
  many half-elf adventurers to lives of bravery. Some half-
  elves claim that despite their longevity, they perceive the 
  passage of time more like humans than elves, and are 
  driven to amass wealth, power, or fame early on in life so 
  they may spend the rest of their years enjoying it.
  Males Names: Calathes, Encinal, Iradli, Kyras, Narciso, 
  Quinray, Seltyiel, Zirul.
  Female Names: Cathran, Elsbeth, Iandoli, Kieyanna, 
  Lialda, Maddela, Reda, Tamarie.
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  Core Races
  Core Races 1
  
  ALTERNATE RACIAL RULES
  Due to their mixed heritage, half-elves exhibit great 
  flexibility in their abilities. 
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  existing half-elf racial traits. Consult your GM before 
  selecting any of these new options.
  Ancestral Arms: Some half-elves receive training 
  in an unusual weapon. Half-elves with this racial trait 
  receive Exotic Weapon Proficiency or Martial Weapon 
  Proficiency with one weapon as a bonus feat at 1st level. 
  This racial trait replaces the adaptability racial trait.
  Arcane Training: Half-elves occasionally seek tutoring to 
  help them master the magic in their blood. Half-elves with 
  this racial trait have only one favored class, and it must be an 
  arcane spellcasting class. They can use spell trigger and spell 
  completion items for their favored class as if one level higher 
  (or as a 1st-level character if they have no levels in that class). 
  This racial trait replaces the multitalented racial trait.
  Drow-Blooded: Some half-elves born of drow parents 
  exhibit more drow traits than others—particularly many 
  of the physical features of the drow—and have darkvision 
  60 feet and light blindness (Bestiary 301). This racial trait 
  replaces the low-light vision racial trait. 
  Drow Magic: A few half-elves with drow ancestry exhibit 
  the innate magic of that race. Half-elves with this trait 
  have drow blood somewhere in their background, and can 
  cast dancing lights, darkness, and faerie fire each once per 
  day, using the half-elf’s character level as the caster level 
  for these spell-like abilities. This racial trait replaces the 
  adaptability and multitalented racial traits. 
  Dual Minded: The mixed ancestry of some half-elves 
  makes them resistant to mental attacks. Half-elves with 
  this racial trait gain a +2 bonus on all Will saving throws. 
  This racial trait replaces the adaptability racial trait.
  Integrated: Many half-elves are skilled in the art of 
  ingratiating themselves into a community as if they were 
  natives. Half-elves with this racial trait gain a +1 bonus 
  on Bluff, Disguise, and Knowledge (local) checks. This 
  racial trait replaces the adaptability racial trait.
  Sociable: Half-elves are skilled at charming others and 
  recovering from faux pas. If half-elves with this racial trait 
  attempt to change a creature’s attitude with a Diplomacy 
  check and fail by 5 or more, they can try to influence the 
  creature a second time even if 24 hours have not passed. 
  This racial trait replaces the adaptability racial trait.
  Wary: Many half-elves have spent their long lives 
  moving from place to place, often driven out by the 
  hostility of others. Such experiences have made them wary 
  of others’ motivations. Half-elves with this trait gain a +1 
  racial bonus on Sense Motive and Bluff checks. This racial 
  trait replaces the keen senses racial trait.
  Water Child: Some half-elves are born of elves 
  adapted to life on or near the water. These half-elves 
  gain a +4 racial bonus on Swim checks, can always take 
  10 while swimming, and may choose Aquan as a bonus 
  language. This racial trait replaces the adaptability and 
  multitalented racial traits.
  Racial Subtypes
  You can combine various alternate racial traits to create 
  half-elven subraces or variant races, such as the following.
  Drow-Descended: These half-elves clearly bear 
  the features of their dark elf parents, branding them 
  immediately as a potential threat in the eyes of others no 
  matter what their intent or character. These half-elves have 
  the drow-blooded and drow magic alternate racial traits.
  Elf-Raised: These half-elves represent those embraced 
  by their elven relatives, and raised with all of the 
  traditional cultural training and education typical 
  of most full-blooded elves. These half-elves have the 
  ancestral arms and arcane training alternate racial traits.
  Human-Raised: These half-elves were born and raised 
  into accepting human communities, often raised by 
  generations of a single family, or through the charity 
  of churches and temples. These half-elves have the 
  integrated and wary racial traits. 
  Favored Class Options
  The following favored options are available to all half-
  elves who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select 
  the class reward.
  Alchemist: Add +1 foot to the range increment of 
  the alchemist’s thrown splash weapons (including the 
  alchemist’s bombs). This option has no effect unless the 
  alchemist has selected it 5 times (or another increment of 
  5); a range increment of 24 feet is effectively the same as a 
  range increment of 20 feet, for example. 
  Barbarian: Add +1/4 to the bonus on Reflex saves and 
  dodge bonus to AC against attacks made by traps granted 
  by trap sense. 
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 foot to the cavalier’s mount’s base 
  speed. This option has no effect unless the cavalier has 
  selected it 5 times (or another increment of 5); a speed 
  of 54 feet is effectively a speed of 50 feet, for example. If 
  the cavalier ever replaces his mount, the new companion 
  gains this base speed bonus.
  Cleric: Add +1/3 to the amount of damage dealt or 
  damage healed when the cleric uses channel energy.
  Druid: Select one cleric domain power at 1st level that 
  is normally usable a number of times per day equal to 3 + 
  the druid’s Wisdom modifier. The druid adds +1/2 to the 
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  number of uses per day of that domain power. For druids 
  whose nature bond gives them an animal companion, 
  add +1 skill rank to the animal companion. If the druid 
  ever replaces her animal companion, the new companion 
  gains these bonus skill ranks.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  disarm or overrun combat maneuver.
  Gunslinger: Add +1/4 to the number of grit points in 
  the gunslinger’s grit pool. 
  Inquisitor: Add +1/4 to the number of times per day the 
  inquisitor can change her most recent teamwork feat.
  Magus: Add +1/4 to the magus’s arcane pool.
  Monk: Add +1/2 on Escape Artist checks and on 
  Acrobatics checks to cross narrow surfaces.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least one level below the highest 
  spell level the oracle can cast. 
  Paladin: Add +1 foot to the size of all the paladin’s 
  aura class features. This option has no effect unless the 
  paladin has selected it 5 times (or another increment of 5); 
  an aura of 14 feet is effectively the same as a 10-foot aura, 
  for example.
  Ranger: Add +1 skill rank to the ranger’s animal 
  companion. If the ranger ever replaces his companion, 
  the new companion gains these bonus skill ranks.
  Rogue: Add a +1/2 bonus on Bluff checks to feint and 
  Diplomacy checks to gather information.
  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 +1/4 to the eidolon’s evolution pool.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  Wizard: When casting wizard enchantment spells, add 
  +1/3 to the effective caster level of the spell, but only to 
  determine the spell’s duration. 
  RACIAL ARCHETYPES 
  The following racial archetypes are available to half-elves.
  Bonded Witch (Witch)
  While all witches commune with the unknown, the blend 
  of human ingenuity and adept learning mixed with elven 
  blood gives some half-elves a unique conduit to channel 
  the powers of the arcane. Bonded witches forsake familiars 
  as vessels of power in favor of a specific object that grants 
  them powers above and beyond those of their patron alone, 
  as they tap into the powerful magic of the item itself. A 
  bonded witch has the following class features. 
  Bonded Item (Sp): At 1st level, a bonded witch gains 
  a bonded item instead of a familiar. This bonded item 
  is similar to a wizard’s arcane bond bonded item (Core 
  Rulebook 78), and follows all the rules of such an item with 
  the following exceptions.
  A bonded witch’s bonded item serves as a vessel for her 
  spells and a conduit for communication with her patron. 
  A bonded witch must commune with her bonded item 
  each day to prepare her spells. The bonded item stores 
  all of the spells that the bonded witch knows, and the 
  bonded witch cannot prepare spells that are not stored 
  within it. A bonded witch starts with the same number of 
  spells and gains new spells the same way as a witch, and 
  can even add spells by learning them from scrolls in the 
  same way (Advanced Player’s Guide 68), but a bonded witch 
  cannot learn spells from another bonded item. 
  Since a bonded witch does not have a spellbook, 
  starting at 2nd level, a bonded witch’s bonded item can 
  be used once per day to cast a spell dependent on the type 
  of bonded object chosen by the bonded witch. The spell 
  is treated like any other spell cast by the bonded witch, 
  including its casting time, duration, and other effects 
  dependent of the bonded witch’s level. This spell cannot 
  be further modified by metamagic feats or any other 
  ability. As the bonded witch gains levels, the bonded item 
  gains new spells that the bonded witch can cast in this 
  way. She can cast any one of these spells once per day 
  using her bonded object, but gains greater flexibility in 
  what spells she can cast, and gains more powerful spells 
  as she gains new levels. The bonded item spells associated 
  with each item type are as follows.
  Amulet: 2nd—stonefist (Advanced Player’s Guide 247); 4th—
  bear’s endurance; 6th—burst of speed (Ultimate Combat 225); 
  8th—mnemonic enhancer; 10th—stoneskin; 12th—monstrous 
  physique IV (Ultimate Magic 229); 14th—firebrand (Advanced 
  Player’s Guide 222); 16th—iron body; 18th—overwhelming 
  presence (Ultimate Magic 230).
  Ring: 2nd—shield; 4th—ablative barrier (Ultimate Combat 
  221); 6th—protection from energy; 8th—nondetection; 10th—
  life bubble (Advanced Player’s Guide 230); 12th—resinous 
  skin (Ultimate Combat 242); 14th—antimagic field; 16th—
  deflection (Advanced Player’s Guide 215); 18th—spell immunity.
  Staff: 2nd—shillelagh; 4th—warp wood; 6th—plant growth; 
  8th—arboreal hammer (Ultimate Magic 206); 10th—passwall; 
  12th—move earth; 14th—change staff; 16th—control plants; 
  18th—wooden phalanx (Ultimate Magic 249).
  Wand: 2nd—magic missile; 4th—knock; 6th—fireball; 
  8th—restoration; 10th—maximized scorching ray; 12th—
  bull’s strength (mass); 14th—greater restoration; 16th—
  empowered and maximized fireball; 18th—empowered and 
  maximized fire shield.
  Weapon: 2nd—warding weapon (Ultimate Combat 248); 
  4th—versatile weapon (Advanced Player’s Guide 254); 
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  Core Races
  Core Races 1
  
  6th—greater magic weapon; 8th—telekinetic charge (Ultimate 
  Combat 247); 10th—energy siege shot (Ultimate Combat 228); 
  12th—blade barrier; 14th—arcane cannon (Ultimate Combat 
  223); 16th—earthquake; 18th—ride the lightning (Ultimate 
  Magic 235). 
  This ability replaces the witch’s familiar class feature. 
  Bramble Brewer (Alchemist)
  Some half-elven alchemists merge human curiosity 
  with their elven link to nature. Such alchemists can 
  manipulate the forces of alchemy to create bombs that 
  reshape terrain and defoliate swaths of vegetation or to 
  create mutagens that bestow the resilience of oak or the 
  tenacity of bamboo. A bramble brewer has the following 
  class features.
  Briar Bombs (Su): At 2nd level, a bramble brewer gains 
  the tanglefoot bomb discovery (Ultimate Magic 17), but the 
  entanglement’s duration persists for a number of rounds 
  equal to the bramble brewer’s Intelligence modifier 
  (minimum 1 round). Additionally, when a bramble brewer 
  throws a tanglefoot bomb, it transforms all squares in 
  its splash radius into difficult terrain that persists for 
  as long as the bomb’s entangling effect. Although these 
  bombs deal no damage, for every 1d6 points of damage 
  the bramble brewer’s regular bombs deal, the briar bomb’s 
  splash radius increases by 5 feet. This ability replaces the 
  2nd-level discovery class feature. 
  Dendrite Mutagen (Su): At 1st level, a bramble brewer’s 
  mutagen still contains transformative power, but grants 
  a treelike sturdiness rather than the feral power of 
  standard mutagens. When imbibed, dendrite mutagen 
  grants a +4 natural armor bonus, a +2 alchemical bonus 
  to one physical ability score, and a –2 penalty to the 
  corresponding mental ability score (as per the normal 
  mutagen class feature; Advanced Player’s Guide 28). In 
  addition, the alchemist gains fast healing 1 as long as he 
  is in an area of bright light (such as sunlight or inside 
  the area of a daylight spell). This otherwise works like the 
  standard mutagen class feature and replaces that ability.
  A bramble brewer who selects the greater mutagen 
  discovery can create a dendrite mutagen that still grants 
  a +4 natural armor bonus, and also grants a +4 alchemical 
  bonus to one physical ability score and a +2 bonus to a 
  second physical ability score. The bramble brewer takes a 
  –2 penalty to both associated mental ability scores as long 
  as the mutagen persists, but his fast healing increases to 
  3 as long as he is in an area of bright light. This otherwise 
  works like the greater mutagen discovery and replaces 
  that ability.
  A bramble brewer who selects the grand mutagen 
  discovery can brew a dendrite mutagen that now grants 
  a +6 natural armor bonus, a +6 alchemical bonus to one 
  physical ability score, a +4 alchemical bonus to a second 
  physical ability score, and a +2 alchemical bonus to a 
  third physical ability score. The bramble brewer takes 
  a –2 penalty to his Intelligence, Wisdom, and Charisma 
  scores as long as the mutagen persists. The bramble 
  brewer’s fast healing increases to 5 as long as he is 
  within an area of bright light. This otherwise works like 
  the grand mutagen discovery and replaces that ability.
  Grand Discovery (Su): At 20th level, a bramble brewer 
  who selects the true mutagen grand discovery can create 
  a dendrite mutagen that grants a +8 natural armor bonus 
  and a +6 alchemical bonus to Strength, Dexterity, and 
  Constitution. The bramble brewer takes a –2 penalty to 
  his Intelligence, Wisdom, and Charisma scores as long 
  as the mutagen persists. The bramble brewer’s gains fast 
  healing 10, but instead of only gaining fast healing in 
  bright light, this fast healing persists in areas of bright 
  or normal light. A bramble brewer must possess the 
  grand mutagen discovery before selecting this discovery.
  Discoveries: The following discoveries complement the 
  bramble brewer archetype: precise bombs (Advanced Player’s 
  Guide); defoliant bomb (Advanced Race Guide); lingering 
  spirit, strafe bomb, sunlight bomb (Ultimate Magic). 
  Wild Caller (Summoner)
  Often a half-elf’s ties to nature and elven heritage are 
  so strong that they can dramatically affect the nature 
  of his summonings. The wild caller calls eidolons that 
  take more natural and savage forms and summons from 
  nature rather than the Great Beyond. A wild caller has the 
  following class features.
  Spells: A wild caller does not have access to summon 
  monster spells. Instead, he swaps out those spells on his 
  spell list with summon nature’s ally spells of the same level. 
  This ability alters the normal spell list of the summoner.
  New Alchemist Discovery
  The following discovery is favored by bramble brewers. 
  Defoliant Bomb*: These poisonous bombs clear away 
  foliage, dealing extra damage to plant creatures. 
  When the alchemist creates a bomb, he can choose to 
  have it deal extra damage against plant creatures but less 
  damage against other creatures. Against creatures with the 
  plant type, a defoliant bomb deals 1d8 points of damage, 
  plus 1d8 points of damage for every odd-numbered 
  level the alchemist possesses, instead of 1d6. Against all 
  other creatures, the defoliant bomb only deals 1d4 points 
  of damage, plus 1d4 points of damage for every odd-
  numbered level, instead of 1d6. This is a poison effect. A 
  defoliant bomb kills all normal vegetation in the target’s 
  square and its splash area; any plant-based difficult terrain 
  in the affected area becomes normal terrain.
  4444
  
  Eidolon: The eidolon of a wild caller tends to take more 
  natural and more savage forms than other summoners’ 
  eidolons. A wild caller gains 1/4 his class level as bonus 
  evolution points in his eidolon’s evolution pool, but his 
  eidolon cannot take the following evolutions: 
  Advanced Player’s Guide—1-point evolutions: magic attacks, 
  skilled (while the eidolon can select this evolution, it can 
  only do so with the following skills: Acrobatics, Climb, 
  Escape Artist, Fly, Intimidate, Perception, Survival, 
  and Swim); 2-point evolutions: energy attacks, immunity, 
  weapon training; 3-point evolutions: damage reduction, 
  frightful presence; 4-point evolutions: breath weapon, spell 
  resistance.
  Ultimate Magic—1-point evolutions: basic magic, unnatural 
  aura; 2-point evolutions: channel resistance, head, minor 
  magic, undead appearance; 3-point evolutions: major magic; 
  4-point evolutions: dimension door, incorporeal form, 
  lifesense, no breath, ultimate magic. 
  This ability alters the normal summoner’s eidolon 
  class feature, but is otherwise identical to that 
  class feature.
  Summon Nature’s Ally I (Sp): Starting 
  at 1st level, a wild caller can cast summon 
  nature’s ally a number of times per day 
  equal to 3 + his Charisma modifier. At 3rd 
  level and every 2 levels thereafter, the power of 
  this ability increases by one spell level, allowing him 
  to summon more powerful creatures (to a maximum of 
  summon nature’s ally IX at 17th level). Furthermore, at 
  19th level, the wild caller cannot use gate as a spell-like 
  ability, but can use either summon elder worm or summon 
  froghemoth (Ultimate Magic 240) instead. This ability 
  otherwise functions like the standard summoner’s 
  summon monster I ability and replaces that ability. 
  Wild Shadow (Ranger)
  The isolation that some half-elves feel leads them to 
  live a life of isolation amid the wild places of the world. 
  Such rangers stalk the wild like shadows, creating 
  close bonds with the wild itself instead of seeking the 
  solace and aid of companions. While ill at ease within 
  cities and other urban areas, they are adept at using 
  the terrain to tactical advantage; they dart through 
  brambles and rough terrain with uncommon grace and 
  use the land itself to lock down enemies. A wild shadow 
  has the following class features.
  Wild at Heart (Ex): At 1st level, a wild shadow adds only 
  1/2 his class level when making wild empathy checks while 
  in urban areas, and adds only 1/4 his class level to follow 
  or identify tracks in such areas. In non-urban settings, 
  he is considered two levels higher when determining the 
  bonuses for such checks. This ability alters the track and 
  wild empathy class features. 
  Favored Terrain (Ex): At 3rd level, when a wild shadow 
  chooses a favored terrain, he cannot choose urban as the 
  terrain type. Furthermore, at 8th level and every five 
  levels thereafter, when he chooses a new favorite terrain 
  type, he cannot choose the urban terrain type. This 
  ability alters the favored terrain class feature.
  Woodland Stride (Ex): This ability functions as the 7th-
  level ranger class feature of the same name, but the wild 
  shadow gains it at 4th level instead. This ability replaces 
  the hunter’s bond class feature.
  Unfettered Step (Ex): At 7th level, a wild shadow’s 
  woodland stride class feature functions in any difficult 
  terrain within any of his favored terrains, even in areas 
  that are enchanted or magically manipulated to impede 
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  Core Races
  Core Races 1
  
  motion. This ability replaces the ranger’s woodland 
  stride class feature gained at 7th level. 
  Harrying Attack (Ex): At 11th level, a wild shadow can 
  use his knowledge of terrain to make shrewd attacks in 
  combat. Such attacks can make foes fumble or cause them 
  to become entangled within areas of the wild shadow’s 
  favored terrain. As a standard action, the wild shadow 
  denotes one target within line of sight and within one 
  of his favored terrains as his harried prey. Once the foe 
  is so designated, every time the wild shadow hits this 
  harried prey with a melee or ranged weapon attack (either 
  manufactured or natural), that creature is entangled for 1 
  round. A wild shadow can have no more than one harried 
  prey at a time and that creature must correspond to one 
  of his favored enemy types. He can dismiss this effect 
  at any time as a free action, be he cannot select a new 
  harried prey for 24 hours. If the wild shadow sees proof 
  that his harried prey is dead, he can select a new harried 
  prey after waiting 1 hour. This ability replaces the quarry 
  class feature. 
  Wild Stalker (Ex): At 14th level, a wild shadow learns 
  to better use natural surroundings to obscure his 
  position in combat. Whenever a wild shadow is within 
  one of his favored terrains and a feature of that terrain 
  grants him cover, the bonuses to AC and Reflex saves for 
  that cover improve by 1. Additionally, while he is within 
  one of his favored terrains, if he gains concealment or 
  total concealment, the miss chance of either type of 
  concealment improves by 10%. Furthermore, at 16th level 
  and 19th level, the bonuses granted by cover increase by 1 
  and the miss chance increases by another 10% (maximum 
  +3 and +30% respectively at 20th level). This ability 
  replaces the camouflage class feature. 
  Master of Terrain (Ex): At 19th level, a wild shadow 
  can use his harrying attack against creatures other than 
  his favored enemy or he can spend a standard action to 
  designate up to two of his favored enemies as his harried 
  prey instead. This ability replaces the improved quarry 
  class feature.
  NEW RACIAL RULES 
  The following options are available to half-elves. At the 
  GM’s discretion, other appropriate races may make use 
  of some of these.
  Half-Elven Equipment
  Half-elves have access to the following equipment.
  Golden Maple Leaves: These potent additives can only 
  be culled from a rare maple tree known to grow exclusively 
  in urban areas. These small, elaborately twisting trees 
  are extremely slow to grow and mature—the leaves reach 
  maturity only once every 3 years—and they are almost 
  always grown and cultivated by half-elves. Additionally, 
  half-elves are keenly aware of the effort put into the leaves’ 
  growth and normally only sell the products of their labors 
  to others of their kind. When the golden maple’s delicate, 
  five-pointed leaves finally take on their namesake’s color, 
  they can be cut, dried, and then ground into a fine powder, 
  a process that requires a DC 15 Knowledge (nature) or 
  Profession (herbalist) check. When used in conjunction 
  with the Craft (alchemy) skill to create special substances 
  and items like alchemical grease or tanglefoot bags, golden 
  maple leaves reduce the Craft DC by 5 and add +1 to the DC 
  of any save required by the alchemical item. A single dose 
  of golden maple leaf powder is sufficient to augment the 
  crafting of three alchemical items.
  Star Charts: Many half-elves live in large cities or 
  communities where they find it difficult to commune with 
  nature. While some go on long sojourns to the wilderness, 
  others spend their evenings on high, lonely rooftops, 
  gazing at the stars. These lonely souls use star charts to 
  track the movement of the stars and other celestial bodies. 
  Anyone referencing one of these charts on a clear night can 
  attempt a DC 20 Knowledge (geography) check to determine 
  her approximate location and the month. In addition, these 
  charts grant a +2 circumstance bonus on Survival checks 
  made to avoid getting lost at night with a clear sky.
  Half-Elven Equipment
  Item 
  Cost 
  Weight
  Golden maple leaves 
  50 gp 
  1/2 lb.
  Star charts 
  200 gp 
  1/2 lb.
  Half-Elven Feats
  Half-elves have access to the following feats.
  Discerning Eye 
  You are not easily fooled by illusions and forgeries. 
  Prerequisites: Elf or half-elf, keen senses racial trait. 
  Benefit: You receive a +2 racial bonus on saving throws 
  against illusion spells and effects and a +2 bonus on 
  Linguistic checks to detect forgeries. You can use the 
  Linguistic skill to detect forgeries untrained.
  Elven Spirit
  Although you are of mixed heritage, you are closer to your 
  elven relatives and the magic in their blood flows freely in 
  your veins.
  Prerequisite: Half-elf.
  Benefit: You possess the elven magic racial trait of 
  the elves, granting you a +2 racial bonus on caster level 
  checks made to overcome spell resistance. In addition, 
  you receive a +2 racial bonus on Spellcraft checks made 
  to identify the properties of magic items. Alternatively, 
  you can instead gain any one racial trait that elves can 
  exchange for the elven magic racial trait.
  4646
  
  Special: You can only take this feat at 1st level. If you 
  take this feat, you cannot take the Human Spirit feat.
  Exile’s Path
  A lifetime spent shunned by others and eschewing your 
  heritage makes you resistant to efforts to pry inside of 
  your mind. 
  Prerequisite: Half-elf. 
  Benefit: Once per day, when you fail a Will save against 
  an enchantment spell or effect, you may reroll that saving 
  throw, but must take the reroll result even if it’s worse.
  Half-Drow Paragon
  Your drow blood is particularly strong.
  Prerequisites: Drow-blooded and drow magic racial 
  traits, half-elf.
  Benefit: You count as a drow for any effects that relate 
  to race. Furthermore, the spell-like abilities granted to 
  you by your drow magic racial trait count as drow spell-
  like abilities for the purposes of any feat prerequisites. 
  Human Spirit
  Your blood burns with the passion and unyielding quest 
  for self-improvement displayed so prominently by your 
  human relatives.
  Prerequisite: Half-elf.
  Benefit: You receive 1 bonus skill rank. Whenever 
  you gain another Hit Die, you gain an additional skill 
  rank. You cannot gain more than four skill ranks in 
  this way.
  Special: You can only take this feat at 1st level. If you 
  take this feat, you cannot take the Elven Spirit feat.
  Multitalented Mastery
  You are adept at numerous disciplines.  
  Prerequisites: Character level 5th, half-elf, multitalented 
  racial trait.
  Benefit: All of your classes are considered favored 
  classes. You gain either +1 hit point or +1 skill point 
  whenever you take a level in any class. Apply these 
  bonuses retroactively for all class levels that have not yet 
  gained one of these bonuses.  
  Normal: Half-elves with the multitalented racial trait 
  have two favored classes. 
  Neither Elf nor Human
  You have removed yourself from your heritage so 
  thoroughly that even magic does not recognize you. 
  Prerequisites: Exile’s Path, Seen and Unseen, character 
  level 11th, half-elf. 
  Benefit: You are not considered elven or human for the 
  purpose of harmful spells or effects based on your type, like 
  a bane weapon or a ranger’s favored enemy class feature.
  Seen and Unseen
  Your anonymity makes you difficult to find through 
  magical or mundane means, and you have learned how to 
  combat both of your progenitor races.
  Prerequisites: Exile’s Path, character level 5th, half-elf.
  Benefit: You gain a +2 bonus on all saving throws 
  against scrying or divination effects. Additionally, you 
  gain a +2 bonus on all Stealth checks, and elves, half-
  elves, and humans take a –4 penalty on all efforts to track 
  you through the Survival skill.
  Shared Manipulation
  You can subtly bolster allies’ ability to misdirect and 
  infuriate their enemies. 
  Prerequisites: Cha 13, half-elf.
  Benefit: As a move action, you can grant all friendly 
  creatures within 30 feet who can see or hear you a +2 bonus 
  on Bluff or Intimidate checks (choose which skill to affect 
  each time you use this ability) for a number of rounds 
  equal to your Charisma modifier (minimum 1 round). 
  Half-Elven Magic Items
  Half-elves have access to the following magic items.
  ANCESTRAL CLASP
  Aura faint transmutation; CL 5th
  Slot none; Price 10,000 gp; Weight 1/2 lb.
  DESCRIPTION
  Favored by half-elves seeking to distill their heritage into a 
  combat edge, an ancestral clasp resembles a metal tube, open on 
  both sides and covered in delicate elven calligraphy. Whenever 
  a half-elf fits an ancestral clasp to the pommel, grip, or haft of a 
  longbow, longsword, rapier, or shortbow, the character is treated 
  as though she were proficient with that weapon. In addition, 
  when an ancestral clasp is fitted to any weapon with the word 
  “elven” in the title, the character treats the weapon as if it were 
  a martial weapon, mirroring the Weapon Familiarity elven racial 
  trait. A half-elf who already is proficient with one of the above 
  weapons adorned with an ancestral clasp receives a +1 insight 
  bonus on attack rolls with that weapon. Although this ability 
  stems from the item’s magic, the affected weapon is treated as 
  nonmagical for the purpose of overcoming damage reduction. 
  Affixing and removing an ancestral clasp is a standard action.  
  CONSTRUCTION
  Requirements Craft Wondrous Item, paragon surge, creator 
  must be a half-elf; Cost 5,000 gp
  BROOCH OF BLENDING
  Aura faint transmutation; CL 3rd
  Slot neck; Price 2,000 gp; Weight —
  DESCRIPTION
  Occasionally, half-elves find it socially advantageous to blend in 
  fully with either elves or humans. As a standard action, the wearer 
  4747
  Core Races
  Core Races 1
  
  of this brooch can transform his features to appear either entirely 
  elven or entirely human. The magic of this brooch actually 
  changes the wearer’s features physically, granting him a +20 
  circumstance bonus on Disguise checks to appear as a member 
  of the selected race. The transformation does not otherwise alter 
  the wearer’s features, and those who know him recognize him 
  without a Perception check. This change remains until the brooch 
  is used again or removed. This change does not radiate magic 
  and cannot be seen with detect magic, although true seeing does 
  reveal the alteration. This item only functions for half-elves, but 
  there are versions that exist for half-orcs as well.
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self, creator must 
  be a half-elf; Cost 1,000 gp
  CLOAK OF THE DIPLOMAT
  Aura moderate enchantment; CL 7th
  Slot shoulders; Price 20,000 gp; Weight 1 lb.
  DESCRIPTION
  Half-elves are often called upon to mediate disputes when 
  elves and humans come into conflict. This is due in part to 
  their blood, but also to their natural skills as facilitators and 
  diplomats. The cloak of the diplomat greatly aids them in this 
  task. The cloak grants a +5 competence bonus on Diplomacy 
  and Sense Motive checks. In addition, once per day, before 
  making a Diplomacy or Sense Motive check, the wearer can 
  decide to call upon the powers of the cloak to roll twice and 
  take the better result. Finally, the wearer of this cloak can 
  adjust a creature’s attitude up to three steps when using 
  Diplomacy, instead of the normal limit of two steps. However, 
  the cloak’s power does have one drawback. Should the wearer 
  ever fail a Diplomacy check to adjust a creature’s attitude by 
  5 or more, the creature’s attitude is reduced by two steps 
  instead of one.
  CONSTRUCTION
  Requirements Craft Wondrous Item, charm person, creator 
  must have 5 ranks in Diplomacy and Sense Motive; Cost 
  10,000 gp
  PURIFYING PEARL 
  Aura moderate conjuration and transmutation; CL 10th
  Slot none; Price 19,000 gp; Weight —
  DESCRIPTION
  A favored tool of diplomats and those tasked with 
  protecting the lives of regents and other important people, 
  this small luminescent white pearl purifies putridity and 
  poison in two ways. First, up to 10 cubic feet of food or 
  drink that it touches per day is affected as if a purify food 
  and drink spell had been cast upon the food or drink. 
  Second, once per day, if placed in the mouth of a creature 
  (as a standard action that provokes attacks of opportunity), 
  the pearl acts as a neutralize poison spell cast on that 
  creature (caster level 10th).
  CONSTRUCTION
  Requirements Craft Wondrous Item, neutralize poison, purify 
  food and water; Cost 8,000 gp
  RING OF THE SOPHISTICATE
  Aura moderate transmutation and divination; CL 8th
  Slot ring; Price 11,000 gp; Weight —
  DESCRIPTION
  A favorite ring of urban half-elves, humans, and halflings, 
  this small and plain silver band is set with a single radiant-cut 
  sapphire and decorated with a mazelike pattern engraved 
  into the ring’s metal. Often worn on the little finger, the ring 
  grants its wearer a +4 competence bonus on Sense Motive and 
  Knowledge (local) checks. Also, once per day on command, the 
  wearer can use the ring to cast either locate creature or locate 
  object (the wearer’s choice). Furthermore, on command and 
  at will, the wearer can instantly know the direction from her 
  to the nearest tavern, pub, or similar watering hole as long 
  as that establishment is in a settlement whose population is 
  equivalent to that of a village or greater (GameMastery Guide 
  203) and which is within 20 miles of the wearer.
  CONSTRUCTION
  Requirements Forge Ring, know direction, locate creature, 
  locate object, creator must have at least 4 ranks in both 
  Sense Motive and Knowledge (local); Cost 5,500 gp 
  Half-Elven Spells
  Half-elves have access to the following spells.
  FORGETFUL SLUMBER
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  sorcerer/wizard 4, witch 4
  Casting Time 1 round
  Components V, S, M (a few drops of river water)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature Duration 1 minute/level
  Saving Throw Will negates; Spell Resistance yes
  This spell acts as the deeper slumber spell, but only affects 
  one creature of 10 Hit Dice or fewer. In addition, a creature 
  affected by this spell awakens with no knowledge of the events 
  that led to the spell’s casting. The target loses all memory 
  from the 5 minutes prior to falling asleep. No effect short of a 
  miracle or wish can restore memories lost by this spell. 
  PARAGON SURGE 
  School transmutation (polymorph); Level alchemist 3, cleric 3, 
  magus 4, paladin 4, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range personal (half-elf only)
  Duration 1 minute/level
  You surge with ancestral power, temporarily embodying 
  all the strengths of both elvenkind and humankind 
  4848
  
  simultaneously, and transforming into a paragon of both 
  races, something greater than elf or human alone. Unlike 
  with most polymorph effects, your basic form does not 
  change, so you keep all extraordinary and supernatural 
  abilities of your half-elven form as well as all of your gear. 
  For the duration of the spell, you receive a +2 enhancement 
  bonus to Dexterity and Intelligence and are treated as if you 
  possessed any one feat for which you meet the prerequisites, 
  chosen when you cast this spell. 
  RESILIENT RESERVOIR
  School transmutation; Level magus 3, paladin 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range personal 
  Area special, see text 
  Duration 1 round/ level
  Saving Throw none (see below); Spell Resistance 
  yes
  This spell creates a magical well of retribution 
  that a caster can unleash with blinding speed.
  Upon casting this spell, damage from 
  melee attacks and touch spells gets 
  transferred into a special pool that you then 
  redirect before the spell’s duration expires.
  Each time you are struck by a melee 
  attack or touch spell that deals hit point damage, 
  1 point of damage is negated and transferred into 
  the reservoir created by this spell. The total number of 
  points in the reservoir cannot exceed your caster level 
  (to a maximum of 20 points at 20th level). As an immediate 
  action, anytime before the spell’s duration expires, you can 
  release some or all of the energy of the reservoir, granting 
  yourself an insight bonus on one skill check, attack roll, 
  damage roll, or combat maneuver check, but you must 
  do so before the roll is made. This bonus is equal to the 
  number of points in the reservoir. For every five caster 
  levels, you may call upon the reservoir one additional time 
  (maximum of four times at 15th level).
  If you are reduced to negative hit points while you are 
  under the effect of this spell, the spell automatically release 
  the remaining magic of the reservoir in a concussive blast of 
  force. All creatures within a 15-foot radius take 1d6 points 
  of force damage per 2 points remaining in the reserve 
  (maximum of 10d6). A successful Reflex save 
  halves this damage, and spell resistance applies 
  to this effect.
  URBAN GRACE
  School transmutation; Level alchemist 1, bard 1, 
  ranger 1, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range personal 
  Duration 1 minute/level
  You become one with the city around you, allowing you to 
  move more easily through its crowds and buildings. For the 
  duration of this spell, your base land speed increases by 10 
  feet. In addition, it does not cost you 2 squares of movement 
  to enter a square with crowds, though the crowd still provides 
  cover to you. This ability does not allow you to enter the 
  space of enemy creatures without making the appropriate 
  Acrobatics check. In addition, you receive a +4 circumstance 
  bonus on Acrobatics checks made to move across uneven 
  urban surfaces, such as roofs and broken pavement, and on 
  Climb checks made to scale walls and other artificial surfaces. 
  Whenever you make an Acrobatics check to make a long jump 
  between two buildings or artificial structures, you are always 
  treated as if you had a running start, regardless of the actual 
  distance traveled. 
  4949
  Core Races
  Core Races 1
  
  Half-Orcs
  As seen by civilized races, half-orcs are monstrosities, the 
  result of perversion and violence—whether or not this 
  is actually true. Half-orcs are rarely the result of loving 
  unions, and as such are usually forced to grow up hard 
  and fast, constantly fighting for protection or to make 
  names for themselves. Half-orcs as a whole resent this 
  treatment, and rather than play the part of the victim, 
  they tend to lash out, unknowingly confirming the biases 
  of those around them. A few feared, distrusted, and spat-
  upon half-orcs manage to surprise their detractors with 
  great deeds and unexpected wisdom—though sometimes 
  it’s easier just to crack a few skulls. Some half-orcs spend 
  their entire lives proving to 
  full-blooded orcs that 
  they are just as fierce. 
  Others opt for trying 
  to blend into human society, constantly demonstrating 
  that they aren’t monsters. Their need to always prove 
  themselves worthy encourages half-orcs to strive for 
  power and greatness within the society around them.
  Physical Description: Half-orcs average around 6 feet 
  tall, with powerful builds and greenish or grayish skin. 
  Their canine teeth often grow long enough to protrude 
  from their mouths, and these “tusks,” combined with heavy 
  brows and slightly pointed ears, give them their notoriously 
  bestial appearance. While half-orcs may be impressive, few 
  ever describe them as beautiful. Despite these obvious orc 
  traits, half-orcs are as varied as their human parents.
  Society: Unlike half-elves, where at least part of 
  society’s discrimination is born out of jealousy or 
  attraction, half-orcs get the worst of both worlds: 
  physically weaker than their orc kin, they also tend to be 
  feared or attacked outright by humans who don’t bother 
  making the distinction between full orcs and half bloods. 
  Even on the best of terms, half-orcs in civilized societies 
  are not exactly accepted, and tend to be valued only for 
  their physical abilities. On the other hand, orc leaders 
  have been known to deliberately spawn half-orcs, as the 
  half breeds make up for their lack of physical strength 
  with increased cunning and aggression, making them 
  natural leaders and strategic advisors. 
  Within orc tribes, half-orcs find themselves constantly 
  striving to prove their worth in battle and with feats of 
  strength. Half-orcs raised within orc tribes are more likely 
  to file their tusks and cover themselves in tribal tattoos. 
  Tribal leaders quietly recognize that half-orcs are often more 
  clever than their orc cousins and often apprentice them to 
  the tribe’s shaman, where their cunning might eventually 
  Half-Orc Racial Traits 
  +2 to One Ability Score: Half-orc characters gain a +2 bonus to one ability score 
  of their choice at creation to represent their varied nature. 
  Medium: Half-orcs are Medium creatures and have no bonuses or penalties due 
  to their size. 
  Normal Speed: Half-orcs have a base speed of 30 feet. 
  Darkvision: Half-orcs can see in the dark up to 60 feet. 
  Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their 
  fearsome nature. 
  Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. 
  Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he 
  can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to 
  above 0 hit points, he immediately falls unconscious and begins dying. 
  Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any 
  weapon with the word “orc” in its name as a martial weapon. 
  Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high 
  Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, 
  and Goblin.
  5050
  
  strengthen the tribe. Apprenticeship to a shaman is a brutal 
  and often short-lived distinction, however, and those half-
  orcs who survive it either become influential in the tribe or 
  are eventually driven to leave.
  Half-orcs have a much more mixed experience in 
  human society, where many cultures view them as little 
  more than monsters. They often are unable even to get 
  normal work, and are pressed into service in the military 
  or sold into slavery. In these cultures, half-orcs often lead 
  furtive lives, hiding their nature whenever possible. The 
  dark underworld of society is often the most welcoming 
  place, and many half-orcs wind up serving as enforcers 
  for thieves guilds or other types of organized crime. 
  Less commonly, human cities may allow half-orcs a 
  more normal existence, even enabling them to develop 
  small communities of their own. These communities 
  are usually centered around the arena districts, the 
  military, or mercenary organizations where their brute 
  strength is valued and their appearance is more likely to 
  be overlooked. Even surrounded by their own kind, half-
  orc life isn’t easy. Bullying and physical confrontation 
  comes easy to a people who have been raised with few 
  other examples of behavior. It is, however, one of the best 
  places for young half-orcs to grow up without prejudice, 
  and these small enclaves are one of the few places where 
  half-orc marriages and children are truly accepted and 
  sometimes cherished.
  Even more rarely, certain human cultures come to 
  embrace half-orcs for their strength. There are stories of 
  places where people see half-orc children as a blessing and 
  seek out half-orc or orc lovers. In these cultures, half-orcs 
  lead lives not much different from full-blooded humans. 
  Relations: Elves and dwarves tend to be the least 
  accepting of half-orcs, seeing in them too great a 
  resemblance to their racial enemies, and other races 
  aren’t much more understanding. 
  A lifetime of persecution leaves the average half-orc 
  wary and quick to anger, yet people who break through 
  his savage exterior might find a well-hidden core of 
  empathy. Human societies with few orc problems tend 
  to be the most accommodating, and half-orcs dwelling 
  there can often find work as mercenaries and enforcers. 
  Even in places where there is a general tolerance for half-
  orcs, however, many humans mistreat them when they 
  can get away with it.
  Half-orcs are envious of the measure of acceptance half-
  elves have within human and elven society and resent their 
  physical beauty, which contrasts starkly to the half-orcs’ 
  brutish appearance. While half-orcs avoid antagonizing 
  their half-breed cousins directly, they won’t hesitate to 
  undermine them if the opportunity presents itself.
  Of all the other races, half-orcs are most sympathetic 
  with halflings, who often have an equally rough lot in 
  life. Half-orcs respect the halfling’s ability to blend in 
  and disappear and admire their perpetually cheerful 
  outlook on life in spite of hardships. Halflings fail to 
  appreciate this fact because they usually are too busy 
  avoiding the large, intimidating half-orcs.
  Alignment and Religion: Forced to live either among 
  brutish orcs or as lonely outcasts in civilized lands, most 
  half-orcs are bitter, violent, and reclusive. Evil comes 
  easily to them, but they are not evil by nature—rather, 
  most half-orcs are chaotic neutral, having been taught by 
  long experience that there’s no point doing anything but 
  that which directly benefits themselves. Half-orcs worship 
  the human or orc gods venerated in the area where they 
  were raised. Those who live alongside humans most often 
  worship human gods of war, freedom, or destruction. Half-
  orcs raised in orc tribes find themselves most drawn to the 
  gods of blood, fire, and iron—depending more on what 
  god the tribe worships rather than the half-orcs’ personal 
  preference. Many half-orcs are contrary about religion, 
  either ignoring it entirely, or getting deeply involved in it 
  and trying to find meaning in a life filled with hate and 
  misunderstanding; even a half-orc divine spellcaster may 
  wrestle with doubt and anger about religion and faith.
  Adventurers: Staunchly independent, many half-orcs 
  take to lives of adventure out of necessity, seeking to 
  escape their painful pasts or improve their lot through 
  force of arms. Others, more optimistic or desperate for 
  acceptance, take up the mantle of crusaders in order to 
  prove their worth to the world. 
  Half-orcs raised in orc societies often take up the 
  brutish ways of those around them, becoming fighters, 
  barbarians, or rangers. Half-orcs who survive their 
  shaman training may eventually succeed their masters as 
  tribal shamans, or flee the tribe and practice their magic 
  as outcasts or explorers.
  Half-orcs are just as likely to have children that possess 
  an innate talent for sorcery as any other race, with the 
  abyssal, destined, and elemental fire bloodlines being the 
  most common types of sorcerers. Half-orcs are fascinated 
  by alchemy, and its destructive capabilities make its 
  usefulness obvious in any orc tribe. Half-orc alchemists 
  treat themselves as living experiments, even to the point 
  of trying to separate their orc and human halves through 
  alchemy. Other alchemists use their powers to enhance 
  their physical abilities and thus increase their status 
  within orc communities.
  In human societies, half-orcs have a few more options. 
  Many find it easy to take advantage of the brute strength and 
  work as mercenaries or caravan guards. Crime is another easy 
  route for half-orcs, as there are plenty of criminals looking 
  for a strong arm. Half-orc clerics in human communities 
  are fairly rare; the more religious half-orcs more often turn 
  to (or get pushed to) the martial aspects of religious service 
  5151
  Core Races
  Core Races 1
  
  and become paladins or inquisitors. Half-orcs usually lack 
  the patience and money required to become a wizard.
  Males names: Ausk, Davor, Hakak, Kizziar, Makoa, 
  Nesteruk, Tsadok.
  Female names: Canan, Drogheda, Goruza, Mazon, 
  Shirish, Tevaga, Zeljka.
  ALTERNATE RACIAL RULES
  Half-orcs are as varied as humans and orcs in terms of 
  culture and environment. The following rules represent 
  some of those varied aspects and can be taken by any 
  half-orc character. At the GM’s discretion, a half-orc may 
  also select from the alternate racial rules for orcs.
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  existing half-orc racial traits. Consult your GM before 
  selecting any of these new options. A half-orc also has the 
  option of selecting the squalid alternate racial trait (see 
  page 139) in place of his orc ferocity racial trait.
  Acute Darkvision: Some half-orcs have exceptionally 
  sharp darkvision, gaining darkvision 90 feet. This racial 
  trait replaces orc ferocity.
  Beastmaster: Some half-orcs have a spiritual kinship 
  with fantastical beasts, capturing them for sport or 
  living and hunting with them. A half-orc with this trait 
  treats whips and nets as martial weapons and gains a +2 
  racial bonus on Handle Animal checks. This racial trait 
  replaces orc ferocity. 
  Bestial: The orc blood of some half-orcs manifests 
  in the form of particularly prominent orc features, 
  exacerbating their bestial appearances but improving 
  their already keen senses. They gain a +2 racial bonus on 
  Perception checks. This racial trait replaces orc ferocity. 
  Cavewight: Some half-orcs live far below the surface, 
  seeking freedom in winding cave complexes. Half-orcs 
  with this racial trait gain a +1 racial bonus on Knowledge 
  (dungeoneering) and Survival checks made underground. 
  This racial trait replaces the intimidating trait. 
  Chain Fighter: Some half-orcs have escaped from 
  slavery and reforged the chains of their imprisonment 
  into deadly weapons. Half-orcs with this racial trait are 
  proficient with flails and heavy flails, and treat dire 
  flails and spiked chains as martial weapons. This racial 
  trait replaces weapon familiarity. 
  City-Raised: Half-orcs with this trait know little of 
  their orc ancestry and were raised among humans and 
  other half-orcs in a large city. City-raised half-orcs are 
  proficient with whips and longswords, and receive a +2 
  racial bonus on Knowledge (local) checks. This racial 
  trait replaces weapon familiarity.
  Forest Walker: More at home in the forests and jungles 
  of the world, these half-orcs are well adapted to their 
  surroundings. Half-orcs with this trait have low-light 
  vision and gain a +2 racial bonus on Climb checks. This 
  racial trait replaces darkvision.
  Gatecrasher: Many half-orcs revel in acts of wanton 
  destruction. Half-orcs with this racial trait gain a +2 
  racial bonus on Strength checks to break objects and 
  on sunder combat maneuver checks. This racial trait 
  replaces orc ferocity. 
  Rock Climber: Half-orcs from mountainous regions 
  are excellent climbers, and sometimes ambush prey by 
  leaping down from above. Half-orcs with this racial trait 
  gain a +1 racial bonus on Acrobatics and Climb checks. 
  This racial trait replaces the intimidating trait. 
  Sacred Tattoo: Many half-orcs decorate themselves 
  with tattoos, piercings, and ritual scarification, which 
  they consider sacred markings. Half-orcs with this racial 
  trait gain a +1 luck bonus on all saving throws. This racial 
  trait replaces orc ferocity. 
  Scavenger: Some half-orcs eke out a leaving picking 
  over the garbage heaps of society, and must learn to 
  separate rare finds from the inevitable dross. Half-orcs 
  with this racial trait receive a +2 racial bonus on Appraise 
  checks and on Perception checks to find hidden objects 
  (including traps and secret doors), determine whether 
  food is spoiled, or identify a potion by taste. This racial 
  trait replaces the intimidating trait. 
  Shaman’s Apprentice: Only the most stalwart survive 
  the years of harsh treatment that an apprenticeship to 
  an orc shaman entails. Half-orcs with this trait gain 
  Endurance as a bonus feat. This racial trait replaces the 
  intimidating trait.
  Skilled: Second- and third-generation half-orcs often 
  favor their human heritage more than their orc heritage. 
  Half-orcs with this trait gain 1 additional skill rank per 
  level. This racial trait replaces darkvision.
  Toothy: Some half-orcs’ tusks are large and sharp, 
  granting a bite attack. This is a primary natural attack 
  that deals 1d4 points of piercing damage. This racial trait 
  replaces orc ferocity.
  Racial Subtypes
  You can combine various alternate racial traits to create 
  half-orc subraces or variant races, such as the following.
  Arena-Bred: Many half-orcs are born and raised to 
  fight in the arena, and in many cases have two half-orc 
  parents or even a half-orc and a human parent. These 
  arena-bred half-orcs lose the brutal physical appearance 
  of their orc ancestors and look more human. They have 
  the city-raised and skilled alternate racial traits.
  Deep Kin: Some half-orcs are descended from clans 
  that remained in the eternal darkness below the surface. 
  Half-orcs from these clans tend to be smaller and 
  more at home underground than those descended from 
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  surface-dwelling orcs. These half-orcs have the acute 
  darkvision and cavewight alternate racial traits.
  Feral: Half-orc children who are abandoned as 
  infants or small children rarely survive in the wild, 
  but a few manage to scrape out a meager existence as 
  “wild children,” tough enough to live but completely 
  uncivilized. Feral half-orcs have the forest walker and 
  toothy alternate racial traits. 
  Mountain Clan: Half-orcs from the more mountainous 
  regions tend to be more agile and alert to the echoing 
  sounds of their homeland. Mountain clan half-orcs have 
  the bestial and rock climber racial traits.
  Mystic: Orc shamans are brutal teachers who 
  sometimes kill or maim their most promising students 
  in order to eliminate what could be a potential rival. 
  Half-orcs who survive years of abuse by an orc shaman 
  master are deeply scarred and altered by the experience. 
  Shaman trainees learn early that cunning and luck are 
  often the only things that offer a chance of survival. They 
  have the shaman’s apprentice and tribal tattoo alternate 
  racial traits.
  Favored Class Options
  The following options are available to all half-orcs who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward.
  Alchemist: Add +1/2 to the alchemist’s bomb damage.
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 hit point to the cavalier’s mount 
  companion. If the cavalier ever replaces his mount, the 
  new mount gains these bonus hit points.
  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 +1/3 to the druid’s natural armor bonus 
  when using wild shape.
  Fighter: Add a +2 bonus on rolls to stabilize when dying.
  Gunslinger: Add a +1/3 bonus on attack rolls when 
  using the pistol whip deed.
  Inquisitor: Add a +1/2 bonus on Intimidate checks and 
  Knowledge checks to identify creatures.
  Magus: Add +1/2 point of fire damage to spells that 
  deal fire damage cast by the magus.
  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 one spell known from the oracle spell list. 
  This spell must be at least one level below the highest 
  spell level the oracle can cast.
  Paladin: Add +1/3 on critical hit confirmation rolls 
  made while using smite evil (maximum bonus of +5). 
  This bonus does not stack with Critical Focus.
  Ranger: Add +1 hit point to the ranger’s animal 
  companion. If the ranger ever replaces his animal 
  companion, the new animal companion gains these 
  bonus hit points.
  Rogue: Add +1/3 on critical hit confirmation rolls 
  made while using sneak attack (maximum bonus of +5). 
  This bonus does not stack with Critical Focus.
  Sorcerer: Add +1/2 point of fire damage to spells that 
  deal fire damage cast by the sorcerer.
  Summoner: Add +1 hit point to the summoner’s eidolon.
  Witch: Add +1 skill rank to the witch’s familiar. If the 
  half-orc ever replaces her familiar, the new familiar 
  gains these bonus skill ranks. 
  Wizard: Add a +1 bonus on concentration checks made 
  due to taking damage while casting wizard spells.
  RACIAL ARCHETYPES
  The following racial archetypes are available to half-orcs.
  Blood God Disciple (Summoner)
  A half-orc summoner who devotes himself to one of the 
  bloody orc gods may believe his eidolon is an avatar of 
  that god rather than a mere supernatural creature. A 
  blood god disciple generally fights by the avatar’s side and 
  offers it blood sacrifices in exchange for martial prowess. 
  A blood god disciple has the following class features.
  Blood Feast (Su): At 1st level, a blood god disciple can 
  feed a recently fallen foe to his eidolon, allowing the 
  outsider to channel some of its power into the summoner. 
  The eidolon must spend a standard action to eat some 
  of the opponent, which must be a living, corporeal 
  creature killed or knocked unconscious by the eidolon or 
  summoner in the past minute. This eating deals damage 
  to the target as if the eidolon had attacked it with one 
  natural attack (typically a bite). The fallen creature must 
  have at least half as many Hit Dice as the summoner. 
  Once the feeding is complete, the summoner may 
  manifest one 1-point evolution. This lasts for 1 minute. 
  The evolution’s effects use the summoner’s Hit Dice and 
  ability scores rather than the eidolon’s. The blood god 
  disciple can use this ability a number of times per day 
  equal to 3 + his Charisma modifier. He may only apply 
  one use of this ability at a time (using it a second time 
  replaces any evolution manifested with this ability), and 
  can only manifest evolutions his eidolon has.
  At 5th level, when the blood god disciple uses blood 
  feast, he may manifest one 2-point evolution instead 
  of a 1-point evolution. At 9th level, he may manifest up 
  to two evolutions worth a total of 3 evolution points or 
  fewer. At 13th level, he may manifest up to two evolutions 
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  worth a total of 4 evolution points or fewer. At 17th level, 
  he may manifest up to three evolutions worth a total of 5 
  evolution points or fewer.
  This ability replaces the summon monster I, III, V, VII, 
  and IX spell-like abilities.
  Bloody Gift (Su): At 3rd level, when a blood god disciple 
  uses blood feast to manifest an evolution, he may touch 
  one ally and grant it that evolution as well. Each affected 
  ally counts as one use per day of the blood feast ability. 
  At 7th, 11th, 15th, and 19th level, the blood god disciple 
  can affect an additional creature with this ability (each 
  one counting as a use per day of blood feast). If the blood 
  god disciple can manifest multiple evolutions per use of 
  blood feast, his selected allies manifest these multiple 
  evolutions as well. This ability replaces the summon 
  monster II spell-like ability.
  Avatar Gambit (Ex): At 7th level, when a blood god 
  disciple dismisses his eidolon, he rages like a barbarian 
  for a number of rounds equal to half his summoner 
  level (he may end this rage early just like a barbarian, 
  but if he does so, any remaining rounds of rage from 
  this ability are lost). This replaces the summon monster 
  IV spell-like ability.
  Rage Power (Ex): At 11th level and 15th level, a blood god 
  disciple selects a barbarian rage power, which he may use 
  when raging (whether from the avatar gambit ability or 
  actual barbarian rage). This replaces the summon monster 
  VI and VIII spell-like abilities.
  Hateful Rager (Barbarian)
  From a young age, many half-orcs are treated cruelly, 
  bullied, ridiculed, and made outcasts. While some hide 
  their shame, others foster a deep, burning hatred that 
  they channel into a raw fury and unleash against their 
  enemies. These half-orcs are called hateful ragers. A 
  hateful rager has the following class features.
  Reduced Rage (Ex): At 2nd level and every level 
  thereafter, a hateful rager only gains 1 additional round 
  of rage per day instead of the normal 2 additional rounds 
  of rage per day.
  Favored Enemy (Ex): At 2nd level, a hateful rager selects 
  a favored enemy. This ability works identically to the 
  ranger ability of the same name. At 8th, 14th, and 20th 
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  level, the hateful rager selects another favored enemy and 
  increases her bonus against one favored enemy type, as 
  described in the ranger class.
  While raging, the hateful rager makes every effort 
  to fight a favored enemy rather than other opponents. 
  If aware of the presence of a favored enemy, the hateful 
  rager must make a DC 20 Will save each round to attack 
  another creature; failure means the barbarian must 
  attack the favored enemy or move closer to that enemy. 
  She may freely attack creatures preventing her from 
  reaching that favored enemy (regardless of whether they 
  are actively trying to prevent her attacks or merely in the 
  way). She can avoid harmful obstacles normally in her 
  attempts to reach the target and is not forced to take the 
  shortest route.
  This ability replaces the barbarian’s rage power gained 
  at 2nd level. At 8th, 14th, and 20th levels, in place of a rage 
  power she gains another favored enemy and increases her 
  bonus against one favored enemy type.
  Feed the Rage (Ex): At 5th level, a hateful rager gains 
  1 additional round of rage for each favored enemy she 
  knocks unconscious or kills in combat. These current 
  rounds of rage can only be used to add to the duration of 
  her rage, and disappear when the rage ends. This ability 
  replaces improved uncanny dodge.
  Amplified by Hate (Ex): At 9th level, a hateful rager 
  adds half her favored enemy bonus to the DC of any rage 
  power she uses against a favored enemy. This ability 
  replaces trap sense +3.
  Rage Powers: The following rage powers complement 
  the hateful rager archetype: intimidating glare, roused 
  anger, terrifying howl (Core Rulebook); come and get me, 
  inspire ferocity, overbearing advance, reckless abandon 
  (Advanced Player’s Guide).
  Redeemer (Paladin)
  As most half-orcs are outcasts, a half-orc paladin 
  recognizes that often those who are monstrous are not 
  necessarily evil and that sometimes even those who 
  are evil became that way because of circumstances 
  and misfortune. Some half-orc paladins take up these 
  misunderstood creatures as their cause, standing up 
  for the monstrous creatures and, when possible, leading 
  them to the light. These paladins are called redeemers. A 
  redeemer has the following class features.
  Merciful Smite (Su): At 1st level, when a redeemer 
  chooses to smite a creature, she can have all of her attacks 
  against the target deal nonlethal damage. She does not 
  take the normal –4 attack roll penalty for using a lethal 
  weapon to deal nonlethal damage. She cannot use this 
  ability to deal nonlethal damage to outsiders with the 
  evil subtype, evil-aligned dragons, or undead creatures 
  (these creatures take lethal damage from her smite). This 
  otherwise works like and replaces the standard paladin’s 
  smite evil.
  Monstrous Rapport (Ex): At 1st level, redeemers gain a 
  +2 bonus on Diplomacy checks to influence creatures who 
  are commonly considered monstrous. This includes but 
  is not limited to “monstrous” races such as goblins and 
  orcs, monstrous humanoids, and other intelligent non-
  humanoid monsters. This ability replaces detect evil.
  Pact of Peace (Sp): At 8th level, a redeemer can force 
  a defeated creature to accept a binding pact of peace as 
  a condition of its surrender, as if using lesser geas. Her 
  caster level for this ability is equal to her paladin level. 
  Rather than assigning a mission or task, the redeemer 
  gives the creature a simple set of prohibitions to protect 
  others. Example geas include “Leave this city and do not 
  return” or “Do not attack caravans.” The prohibition 
  must be against an area no larger than 300 square miles 
  or one specific group of people (such as a tribe or citizens 
  of a particular city). This ability lasts 1 month per paladin 
  level. This replaces aura of resolve.
  Aura of Mercy (Su): At 11th level, a redeemer can 
  expend two uses of her merciful smite ability to grant 
  the merciful smite ability to all allies within 10 feet, 
  using her bonuses. Allies must use this merciful smite 
  ability by the start of the paladin’s next turn and the 
  bonuses last for 1 minute. Using this ability is a free 
  action. Evil creatures gain no benefit from this ability. 
  This replaces aura of justice.
  Associates: A redeemer may ally with an evil creature 
  as long as she feels the creature is capable of redemption. 
  A redeemer may accept henchmen, followers, or cohorts 
  who are not lawful good provided they demonstrate 
  they are willing to follow her and seek betterment under 
  her tutelage.
  Skulking Slayer (Rogue)
  Pushed into a life of crime by the society around them, half-
  orcs gravitate toward criminal activities that suit them best. 
  Half-orc rogues leave subtle tactics and finesse to halflings 
  and elves, and rely on brute strength and thuggery when 
  they go about making mischief. Skulking slayers have 
  turned the use of raw strength and surprise into an art 
  form. A skulking slayer has the following class features.
  Weapon and Armor Proficiency: The skulking slayer 
  gains proficiency with greatclubs and whips, but loses 
  proficiency with rapiers and hand crossbows.
  Class Skills: The skulking slayer does not gain Disable 
  Device, Linguistics, and Sleight of Hand as class skills.
  Skill Ranks per Level: 6 + Int modifier.
  Pass for Human (Ex): At 1st level, when trying to 
  conceal her half-orc heritage, a skulking slayer gains 
  a bonus on Disguise checks equal to half her level. 
  When using disguise to appear as a specific individual, 
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  skulking stalkers ignore the normal –2 penalty to appear 
  as another race.
  Underhanded Maneuvers (Ex): At 1st level, when she 
  could normally make a sneak attack, a slayer may instead 
  make a dirty trick or steal combat maneuver with a 
  bonus on her roll. This bonus is equal to her number of 
  sneak attack dice for a dirty trick combat maneuver, or 
  1-1/2 × her number of sneak attack dice for a steal combat 
  maneuver. This ability replaces trapfinding.
  Bonus Feats: At 2nd level, a skulking slayer can select 
  the Surprise Follow-Through feat (see below) in place of 
  a rogue talent. At 10th level, she can select the Improved 
  Surprise Follow-Through feat in place of an advanced 
  rogue talent.
  Bold Strike (Ex): At 3rd level, when a skulking slayer 
  charges and makes a sneak attack with a two-handed 
  weapon, she rolls d8s instead of d6s for her sneak attack 
  damage. This ability replaces trap sense +1 and +4.
  Shifty (Ex): At 6th level, a skulking slayer gains a bonus 
  on Bluff checks to feint equal to half her level. This ability 
  replaces trap sense +2.
  Unexpected Charge (Ex): At 9th level, a skulking slayer 
  can make a Bluff check to feint as a swift action before a 
  charge. This ability replaces trap sense +3.
  Rogue Talents: The following rogue talents complement 
  the skulking slayer archetype: combat trick, surprise 
  attack (Core Rulebook); combat swipe, powerful sneak 
  (Advanced Player’s Guide); terrain mastery (Ultimate Combat). 
  Advanced Talents: The following advanced rogue talents 
  complement the skulking slayer archetype: crippling 
  strike (Core Rulebook); deadly sneak (Advanced Player’s 
  Guide); unwitting ally (Ultimate Combat).
  NEW RACIAL RULES
  The following options are available to half-orcs. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Half-Orc Equipment
  Half-orcs have access to the following equipment.
  Black Fester: This black paste is often applied on orc 
  weapons before going on raids to stymie an enemy’s 
  healing magic. Like a poison, black fester stays on a 
  weapon until the first time it strikes an opponent. It 
  remains in the target’s body for 1 hour. A creature 
  exposed to black fester resists magical healing; a 
  creature trying to magically heal the target must make 
  a DC 10 caster level check to restore any hit points to 
  the target.
  Half-Orc Disguise Kit: This specifically designed 
  kit was put together by half-orcs to help them appear 
  more human. It includes skin cream to disguise green-
  gray skin color and other items designed to conceal 
  or draw attention away from typical half-orc physical 
  characteristics. Using this kit on a half-orc grants a +3 
  bonus on Disguise checks to appear human. Used on an 
  orc, it only grants a +1 bonus on these checks.
  Half-Orc Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Black fester (vial) 
  30 gp 
  — 
  25
  Half-orc disguise kit 
  75 gp 
  1 lb. 
  —
  Half-Orc Feats
  Half-orcs and orcs have access to the following feats.
  Beast Rider
  You gain the service of a monstrous companion or mount.
  Prerequisites: Animal companion or mount class 
  feature, character level 7th, half-orc or orc.
  Benefit: Select one of the following creature types: 
  elephant, pteranodon, rhinoceros, stegosaurus, or 
  triceratops. Add this creature type to your list of possible 
  animal companions or mounts. When summoning 
  a creature of the selected type to serve as a mount or 
  companion, treat your effective druid level as if it were two 
  levels higher (to a maximum of your character level). If the 
  creature is large enough for you to ride, it gains the combat 
  training general purpose (see Handle Animal) at no cost.
  Blood Vengeance
  Seeing an ally fall in combat fills you with a raging and 
  murderous fury.
  Prerequisites: Half-orc or orc, nonlawful.
  Benefit: Whenever one of your allies is reduced to 
  negative hit points or killed, you may enter a state similar 
  to but less powerful than a barbarian’s rage as a free action 
  on your next turn. If you have the rage class feature and 
  are already raging, your morale bonuses to Strength and 
  Constitution increase by +2 for the duration of your rage. 
  If you do not have the rage class feature, or you have no 
  more rage rounds left, this weaker rage gives you all the 
  benefits and penalties of a barbarian’s rage, except your 
  morale bonus to Strength and Constitution is only +2. In 
  either case, this state lasts for 4 rounds.
  As with a barbarian’s rage, when this weaker rage ends, 
  you are fatigued; if another ally falls before this duration 
  ends, the weaker rage lasts for an additional 4 rounds. 
  This feat does not allow you to enter a rage if you are 
  fatigued. You may only use this feat if the fallen ally had 
  at least as many Hit Dice as you (excluding conjured or 
  summoned allies).
  Destroyer’s Blessing (Combat)
  Breaking things adds to your power.
  Prerequisites: Half-orc or orc, rage class feature.
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  Benefit: When you are raging and you succeed at a 
  sunder combat maneuver, you regain 1 round of rage. If 
  the sunder attempt causes the object to gain the broken 
  condition, you heal 1 hit point. You can only gain these 
  benefits once per round.
  Ferocious Resolve
  Your orc heritage allows you to fight on.
  Prerequisites: Con 13, half-orc, orc ferocity racial trait.
  Benefit: You gain the ferocity universal monster 
  ability, allowing you to continue fighting at negative hit 
  points. When using this ability, you gain a +2 bonus on 
  Intimidate checks.
  Normal: A half-orc with the orc ferocity racial trait can 
  fight for 1 more round after he is brought below 0 hit points.
  Ferocious Summons
  Your summoned creatures gain your ferocity.
  Prerequisites: Augment Summoning, Spell Focus 
  (conjuration), half-orc or orc.
  Benefit: Creatures you summon gain the ferocity 
  universal monster ability.
  Ferocious Tenacity (Combat)
  You spit in the face of death.
  Prerequisites: Ferocity racial trait, half-orc or orc, rage 
  class feature.
  Benefit: Once per day when raging, if you are hit by an 
  attack that would deal enough hit points of damage to 
  kill you (negative hit points equal to your Constitution 
  score), as an immediate action you may expend 1 or more 
  rounds of rage to negate some of this damage and keep 
  yourself alive. Each round of rage you spend reduces the 
  attack’s damage by 1 point, but cannot reduce the damage 
  taken below 1 hit point.
  For example, if you are raging, have a raging 
  Constitution score of 18, are currently at 2 hit points, 
  and take 20 hit points of damage from a hit (which is 
  enough to bring you to –18 hit points, thereby killing 
  you), you may spend 1 round of rage to reduce the 
  damage by 1 hit point (leaving you perilously close to 
  death at –17 hit points); if you spend 17 rounds of rage, 
  you reduce the damage to 1 (the minimum), leaving you 
  with 1 hit point.
  Note: If this damage still makes you fall unconscious, 
  your rage ends just like it normally would, lowering your 
  Constitution to its normal value and reducing your hit 
  point total as normal. Therefore, it is possible to use this 
  feat to prevent yourself from instantly dying, yet you still 
  die because your negative hit points exceed your normal 
  Constitution score—take your normal Constitution into 
  account when deciding how many rounds of rage to spend 
  with this feat.
  Gore Fiend
  Horrible wounds, whether on yourself or your enemies, 
  make your blood sing.
  Prerequisites: Half-orc or orc, rage class feature.
  Benefit: When you are raging and you confirm a critical 
  hit with a melee weapon or a critical hit is confirmed on you 
  (whether by a melee weapon, spell, or ranged weapon), you 
  regain 1 round of rage (up to your maximum for the day). 
  You can only gain this benefit once per round.
  Horde Charge (Teamwork)
  When you charge with an ally, you are more deadly.
  Prerequisites: Base attack bonus +1, half-orc or orc.
  Benefit: When charging during the same round as 
  an ally with this feat, you gain a +2 bonus on attack and 
  damage rolls in addition to the normal bonus for charging. 
  If you can make multiple attacks on a charge, this bonus 
  only applies to the first attack.
  Improved Surprise Follow-Through (Combat)
  You follow up an attack with a surprising series of 
  sweeping blows.
  Prerequisites: Str 13, Cleave, Great Cleave, Power 
  Attack, Surprise Follow Through, base attack bonus +8. 
  Benefit: When using Great Cleave, each opponent you 
  attack on your turn (other than the first) is denied his 
  Dexterity bonus against you. 
  Resilient Brute
  You absorb punishment others find deadly.
  Prerequisite: Half-orc or orc.
  Benefit: Once per day, when a creature confirms a 
  critical hit against you, you may treat half the damage 
  as nonlethal damage. You cannot use this ability if you 
  are immune to nonlethal damage. When your base attack 
  bonus reaches +10, you may use this ability an additional 
  time per day.
  Surprise Follow-Through (Combat)
  When striking one opponent, you catch its ally off guard. 
  Prerequisites: Str 13, Cleave, Power Attack, base attack 
  bonus +1. 
  Benefit: When using Cleave or Great Cleave, the second 
  foe you attack on your turn is denied its Dexterity bonus 
  against you.
  Sympathetic Rage (Combat)
  Seeing an ally rage fills you with your own fury.
  Prerequisites: Half-orc or orc, nonlawful.
  Benefit: Whenever you are adjacent to an ally who is 
  raging, you may choose to enter a similar but less powerful 
  rage as a free action on your turn. This weaker rage gives 
  you all the benefits and penalties of a barbarian’s rage, 
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  except your morale bonus to Strength and Constitution 
  is only +2. There is no limit to how long you can rage, as 
  long as you remain adjacent to a raging ally (for example, 
  you could take a 5-foot step away from one raging ally 
  toward another raging ally and maintain your rage). As 
  with a barbarian’s rage, when this weaker rage ends, you 
  are fatigued. You cannot use this feat if you are fatigued.
  Tenacious Survivor
  Your spirit lingers long after any other’s would have 
  passed on.
  Prerequisites: Con 13, Diehard, Endurance, half-orc 
  or orc.
  Benefit: When you are killed by hit point damage, your 
  soul lingers in your body for a number of rounds equal to 
  your Constitution bonus. You are still dead, but a creature 
  can make a DC 10 Heal check as a standard action to realize 
  that you can still be saved. You can be healed by magic as if 
  you were alive. If you are healed enough hit points that you 
  would no longer be dead, you are alive again, but you gain 
  one permanent negative level.
  Thrill of the Kill
  Killing fuels your rage.
  Prerequisites: Half-orc or orc, rage class feature.
  Benefit: When you are raging and your attack reduces 
  an enemy to negative hit points or kills it, you regain 1 
  round of rage. You may only use this feat if the fallen 
  enemy had at least as many Hit Dice as you. You can only 
  gain this benefit once per round.
  Half-Orc Magic Items
  Half-orcs have access to the following magic items.
  CLOAK OF HUMAN GUISE
  Aura faint illusion; CL 1st
  Slot shoulders; Price 900 gp; Weight 1 lb.
  DESCRIPTION
  This plain cloak only has any effect when worn by a member 
  of a half-human race such as a half-orc or half-elf. It alters the 
  wearer’s appearance similarly to a hat of disguise, but only to 
  the extent that it conceals or alters the wearer’s non-human 
  physical traits so the creature appears fully human. Any 
  feature that is plausibly human remains. For example, a half-
  orc wearing the cloak loses his green or gray skin color and 
  pointed ears, has no visible tusks, and is otherwise completely 
  able to pass as a human version of his normal self. Likewise, 
  a half-elf wearing the cloak has round ears, humanlike eyes, 
  and no other traits indicating elf ancestry. The wearer has 
  no control over the specific guise, and those familiar with his 
  normal appearance can recognize him in his human guise.
  CONSTRUCTION
  Requirements Craft Wondrous Item, disguise self; Cost 450 gp
  RING OF FEROCIOUS ACTION
  Aura faint transmutation; CL 5th
  Slot ring; Price 3,000 gp; Weight 1 lb.
  DESCRIPTION
  This ring allows its wearer to persevere through physical 
  or mental trauma that hampers his actions. The ring has 5 
  charges, renewed each day. At the start of his turn, if the 
  wearer is staggered, as a free action he may spend a charge to 
  activate the ring and ignore the staggered condition until his 
  next turn.
  CONSTRUCTION
  Requirements Forge Ring, haste, stabilize; Cost 1,500 gp
  SWIFT OBSIDIAN GREATAXE
  Aura moderate transmutation; CL 10th
  Slot none; Price 11,320 gp; Weight 12 lbs.
  DESCRIPTION
  The blade of this +1 keen greataxe is carved from jet-black 
  obsidian. When the wielder charges an enemy, he receives a 
  +10 foot enhancement bonus to his speed that round. Once 
  per day, he can command the axe to grant all allies within 30 
  feet a +10 foot enhancement bonus to base speed for 1 round.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, expeditious 
  retreat, keen edge; Cost 5,820 gp
  Half-Orc Spells
  Half-orcs have access to the following spells.
  BATTLE TRANCE
  School enchantment (compulsion) [emotion, mind-affecting]; 
  Level alchemist 3, antipaladin 3, cleric 4, inquisitor 3, ranger 
  3, witch 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  Save Will negates; Spell Resistance yes
  You are transformed into a single-minded force of destruction. 
  You gain the ferocity monster special ability, a number of 
  temporary hit points equal to 1d6 + your caster level (maximum 
  +10), and a +4 morale bonus on saving throws against mind-
  affecting effects. You cannot use the withdraw action or 
  willingly move away from a creature that has attacked you.
  When you use this spell, you immediately take 4 points of 
  Intelligence damage. You must make a DC 20 concentration 
  check to cast spells, and all other concentration checks to cast 
  spells have a –5 penalty.
  GHOST WOLF
  School conjuration (creation); Level sorcerer/wizard 4, 
  summoner 2
  5858
  
  Casting Time 10 minutes
  Components V, S, F (dire wolf tooth)
  Range 0 ft.
  Target one quasi-real wolflike creature
  Duration 1 hour/level (D) or 1 round/level; see text
  Saving Throw none (see description); Spell Resistance no
  This spell conjures a Large, quasi-real, wolflike creature made 
  of roiling black smoke. It functions as phantom steed, except as 
  noted above. In addition, the creature radiates an aura of fear. 
  Any creature with fewer than 6 Hit Dice within 30 feet (except 
  the ghost wolf‘s rider) must make a Will save or become 
  shaken for 1d4 rounds (this is a mind-affecting fear effect). 
  A creature that makes its Will save is unaffected by the 
  steed’s fear aura for 24 hours.
  The ghost wolf may also be used in combat. Once 
  per round, the rider may direct the ghost wolf to 
  attack in battle as a free action (bite +10, 1d8+6 
  points of damage); unlike an animal mount, this 
  does not require a Ride check or any training. Once 
  the ghost wolf attacks, it lasts for only 1 round per 
  level thereafter.
  HALF-BLOOD EXTRACTION
  School transmutation (polymorph); Level alchemist 5, 
  cleric 5, druid 5, sorcerer/wizard 5, witch 5
  Casting Time 1 hour
  Components V, S, M/DF (oils and poisons worth 3,000 gp)
  Range touch
  Target willing half-orc touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You transform the target half-orc into a full-blooded orc. The 
  target loses all of its half-orc racial traits and gains the orc 
  racial traits.
  LINEBREAKER
  School transmutation; Level alchemist 1, antipaladin 1, 
  inquisitor 1, magus 1, paladin 1, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You gain a +20 foot bonus to your base speed when charging 
  and a +2 bonus on combat maneuver checks made to bull rush 
  or overrun.
  SAVAGE MAW
  School transmutation; Level antipaladin 1, cleric 2, druid 2, 
  inquisitor 2, magus 2, ranger 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D), special (see below)
  Your teeth extend and sharpen, transforming your mouth 
  into a maw of razor-sharp fangs. You gain a bite attack that 
  deals 1d4 points of damage plus your Strength modifier. If you 
  confirm a critical hit with this attack, it also deals 1 point of 
  bleed damage. If you already have a bite attack, your bite deals 
  2 points of bleed damage on a critical hit. You are considered 
  proficient with this attack. If used as part of a full-attack 
  action, the bite is considered a secondary attack, is made at 
  your full base attack bonus –5, and adds half your Strength 
  modifier to its damage. 
  You can end this spell before its normal duration by 
  making a bestial roar as a swift action. When you do, you 
  can make an Intimidate check to demoralize all foes 
  within a 30-foot radius that can hear the roar. 
  5959
  Core Races
  Core Races 1
  
  Halflings 
  Optimistic and cheerful by nature, blessed with uncanny 
  luck, and driven by a powerful wanderlust, halflings make 
  up for their short stature with an abundance of bravado and 
  curiosity. At once excitable and easy-going, halflings like to 
  keep an even temper and a steady eye on opportunity, and 
  are not as prone to violent or emotional outbursts as some 
  of the more volatile races. Even in the jaws of catastrophe, 
  halflings almost never lose their sense of humor. Their 
  ability to find humor in the absurd, no matter how dire the 
  situation, often allows halflings to distance themselves ever 
  so slightly from the dangers that surround them. This sense 
  of detachment can also help shield them from terrors that 
  might immobilize their allies.
  Halflings are inveterate opportunists. They firmly 
  believe they can turn any situation to their advantage, 
  and sometimes gleefully leap into trouble without any 
  solid plan to extricate themselves if things go awry. Often 
  unable to physically defend themselves from the rigors 
  of the world, they know when to bend with the wind 
  and when to hide away. Yet halflings’ curiosity often 
  overwhelms their good sense, leading to poor decisions 
  and narrow escapes. While harsh experience sometimes 
  teaches halflings a measure of caution, it rarely makes 
  them completely lose faith in their luck or stop believing 
  that the universe, in some strange way, exists for their 
  entertainment and would never really allow them to 
  come to harm. 
  Though their curiosity drives them to seek out new 
  places and experiences, halflings possess a strong sense 
  of hearth and home, often spending above their means 
  to enhance the comforts of domestic life. Without a 
  doubt, halflings enjoy luxury and comfort, but they 
  have equally strong reasons to make their homes a 
  showcase. Halflings consider this urge to devote time, 
  money, and energy toward improving their dwellings a 
  sign of both respect for strangers and affection for their 
  loved ones. Whether for their own blood kin, cherished 
  friends, or honored guests, halflings make their homes 
  beautiful in order to express their feelings toward those 
  they welcome inside. Even traveling halflings typically 
  decorate their wagons or carry a few cherished keepsakes 
  to adorn their campsites. 
  Physical Description: Halflings rise to a humble height 
  of 3 feet. They prefer to walk barefoot, leading the bottoms 
  of their feet to become roughly calloused. Tufts of thick, 
  curly hair warm the tops of their broad, tanned feet. 
  Halfling Racial Traits
  +2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, 
  but their small stature makes them weaker than other races.
  Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 
  size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size 
  bonus on Stealth checks.
  Slow Speed: Halflings have a base speed of 20 feet.
  Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This 
  bonus stacks with the bonus granted by halfling luck.
  Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
  Keen Senses: Halflings receive a +2 racial bonus on Perception checks.
  Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb checks.
  Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the 
  word “halfling” in its name as a martial weapon.
  Languages: Halflings begin play speaking Common and Halfling. Halflings with 
  high Intelligence scores can choose from the following: Dwarven, Elven, 
  Gnome, and Goblin.
  6060
  
  Their skin tends toward a rich cinnamon color and their 
  hair toward light shades of brown. A halfling’s ears are 
  pointed, but proportionately not much larger than those 
  of a human.
  Halflings prefer simple and modest clothing. Though 
  willing and able to dress up if the situation demands it, 
  their racial urge to remain quietly in the background 
  makes them rather conservative dressers in most 
  situations. Halfling entertainers, on the other hand, 
  make their livings by drawing attention, and tend to go 
  overboard with gaudy and flashy costumes. 
  Society: Rather than place their faith in empires or great 
  causes, many halflings prefer to focus on the simpler and 
  humbler virtues of their families and local communities. 
  Halflings claim no cultural homeland and control no 
  settlements larger than rural assemblies of free towns. 
  Most often, they dwell at the knees of their human cousins 
  in human cities, eking out livings as they can from the 
  scraps of larger societies. Many halflings lead perfectly 
  fulfilling lives in the shadow of their larger neighbors, 
  while some prefer more nomadic lives, traveling the world 
  and experiencing all it has to offer.
  Halflings rely on customs and traditions to maintain 
  their own culture. They have an extensive oral history 
  filled with important stories about folk heroes who 
  exemplify particular halfling virtues, but otherwise see 
  little purpose in studying history in and of itself. Given 
  a choice between a pointless truth and a useful fable, 
  halflings almost always opt for the fable. This tendency 
  helps to explain at least something of the famous halfling 
  adaptability. Halflings look to the future and find it very 
  easy to cast off the weight of ancient grudges or obligations 
  that drag down so many other races. 
  Relations: A typical halfling prides himself on his 
  ability to go unnoticed by other races—a trait that allows 
  many halflings to excel at thievery and trickery. Most 
  halflings know full well the stereotypical view other 
  races take of them as a result, and go out of their way to be 
  forthcoming and friendly to the bigger races when they’re 
  not trying to go unnoticed. They get along fairly well with 
  gnomes, although most halflings regard these eccentric 
  creatures with a hefty dose of caution. Halflings respect 
  elves and dwarves, but these races often live in remote 
  regions far from the comforts of civilization that halflings 
  enjoy, thus limiting opportunities for interaction. By and 
  large, only half-orcs are shunned by halflings, for their 
  great size and violent natures are a bit too intimidating for 
  most halflings to cope with. 
  Halflings coexist well with humans as a general rule, but 
  since some of the more aggressive human societies value 
  halflings as slaves, they try not to grow too complacent. 
  Halflings strongly value their freedom, especially the ability 
  to travel in search of new experiences and the autonomy this 
  requires. However, practical and flexible as always, enslaved 
  halflings seldom fight back directly against their masters. 
  When possible, they wait for the perfect opportunity and 
  then simply slip away. Sometimes, if enslaved for long 
  enough, halflings even come to adopt their owners as their 
  new families. Though they still dream of escape and liberty, 
  these halflings also make the best of their lives. 
  Alignment and Religion: Halflings are loyal to their 
  friends and families, but since they dwell in a world 
  dominated by races twice as large as themselves, they have 
  come to grips with the fact that sometimes they need to 
  scrape and scrounge for survival. Most halflings are neutral 
  as a result. Though they usually make a show of respecting 
  the laws and endorsing the prejudices of their communities, 
  halflings place an even greater emphasis on the innate 
  common sense of the individual. When a halfling disagrees 
  with society at large, he will do what he thinks is best. 
  Always practical, halflings frequently worship the deity 
  most favored by their larger and more powerful neighbors. 
  They also usually cover their bets, however, by giving 
  Desna her due. The goddess of both luck and travel seems 
  a natural fit for most halflings and offering her a quick 
  prayer every now and then is only common sense. 
  Adventurers: Their inherent luck coupled with their 
  insatiable wanderlust makes halflings ideal candidates for 
  lives of adventure. Though perfectly willing to pocket any 
  valuables they come across, halflings often care more for 
  the new experiences adventuring brings them than for any 
  material reward. Halflings tend to view money as a means 
  of making their lives easier and more comfortable, not as 
  an end in and of itself. 
  Other such vagabonds often put up with this curious 
  race in hopes that some of their mystical luck will rub 
  off. Halflings see nothing wrong with encouraging this 
  belief, not just in their traveling companions, but also 
  in the larger world. Many try to use their reputation for 
  luck to haggle for reduced fare when traveling by ship 
  or caravan, or even for an overnight stay at an inn. They 
  meet with mixed success, but there are just enough stories 
  circulating about the good fortune that befalls people 
  traveling with halflings to give even the most skeptical 
  pause. Of course, some suspect that halflings deliberately 
  spread these reports for just that reason. 
  Male Names: Antal, Boram, Hyrgan, Jamir, Lem, Miro, 
  Sumak, Tribin, Uldar, Vraxim. 
  Female Names: Anafa, Bellis, Etune, Filiu, Irlana, 
  Marra, Pressi, Rilka, Sistra, Wyssal, Yamyra. 
  ALTERNATE RACIAL RULES
  Halflings are naturally blessed with good luck and 
  adaptability to their surroundings. The following rules 
  correspond with these attributes and may be used with any 
  halfling character.
  6161
  Core Races
  Core Races 1
  
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  existing halfling racial traits. Consult your GM before 
  selecting any of these new options.
  Adaptable Luck: Some halflings have greater control 
  over their innate luck. This ability gives them more 
  options for how they can apply their good fortune from 
  day to day, but also narrows its scope. Three times per day, 
  a halfling can gain a +2 luck bonus on an ability check, 
  attack roll, saving throw, or skill check. If halflings 
  choose to use the ability before they make the roll or 
  check, they gain the full +2 bonus; if they choose to do 
  so afterward, they only gain a +1 bonus. Using adaptive 
  luck in this way is not an action. This racial trait replaces 
  halfling luck.
  Craven: While most halflings are fearless, some are 
  skittish, making them particularly alert. Halflings with 
  this racial trait gain a +1 bonus on initiative checks and 
  a +1 bonus on attack rolls when flanking. They take a –2 
  penalty on saves against fear effects and gain no benefit 
  from morale bonuses on such saves. When affected by a 
  fear effect, their base speed increases by 10 feet and they 
  gain a +1 dodge bonus to Armor Class. This racial trait 
  replaces fearless and halfling luck.
  Fleet of Foot: Some halflings are quicker than their kin 
  but less cautious. Halflings with this racial trait move at 
  normal speed and have a base speed of 30 feet. This racial 
  trait replaces slow speed and sure-footed. 
  Ingratiating: Halflings often survive at the whims of 
  larger, more aggressive races. Because of this, they go 
  out of their way to make themselves more useful, or at 
  least entertaining, to larger folk. Halflings with this 
  racial trait gain a +2 bonus on skill checks for a single 
  Perform skill of their choice, and Perform is always a 
  class skill for them. They also gain a +2 bonus on Craft 
  and Profession checks. This racial trait replaces keen 
  senses and sure-footed. 
  Low Blow: Some halflings train extensively in the art 
  of attacking larger creatures. Halflings with this racial 
  trait gain a +1 bonus on critical confirmation rolls against 
  opponents larger than themselves. This racial trait 
  replaces keen senses. 
  Outrider: Some halflings specialize in mounted 
  combat. Halflings with this racial trait gain a +2 bonus on 
  Handle Animal and Ride checks. This racial trait replaces 
  sure-footed. 
  Polyglot: Some halflings, especially those who spend 
  a lot of time traveling, develop a talent for learning new 
  languages. These halflings gain a +2 racial bonus on 
  Linguistics checks, and it is always a class skill for them. 
  Halflings with this racial trait also begin play with the 
  ability to speak Common, Halfling, and any one other 
  language of their choice (except for secret languages, such 
  as Druidic) in addition to bonus languages due to high 
  Intelligence. They still gain the normal list of halfling 
  bonus languages. This racial trait replaces keen senses and 
  alters the halfling language racial trait.
  Practicality: Halflings value hard work and common 
  sense. Halflings with this racial trait gain a +2 bonus 
  on any one Craft or Profession skill, as well as on Sense 
  Motive checks and saves against illusions. This racial trait 
  replaces fearless and sure-footed.
  Shiftless: Halflings have a reputation for larceny and 
  guile—and sometimes it’s well deserved. Halflings with 
  this racial trait gain a +2 racial bonus on Bluff and Sleight 
  of Hand checks, and Sleight of Hand is always a class skill 
  for them. This racial trait replaces sure-footed. 
  Swift as Shadows: Halflings possess incredible stealth 
  even while moving through obstructed areas. Halflings 
  with this racial trait reduce the penalty for using Stealth 
  while moving by 5, and reduce the Stealth check penalty 
  for sniping by 10. This racial trait replaces sure-footed. 
  Underfoot: Halflings must train hard to effectively fight 
  bigger opponents. Halflings with this racial trait gain a 
  +1 dodge bonus to AC against foes larger than themselves 
  and a +1 bonus on Reflex saving throws to avoid trample 
  attacks. This racial trait replaces halfling luck. 
  Wanderlust: Halflings love travel and maps. Halflings 
  with this racial trait receive a +2 bonus on Knowledge 
  (geography) and Survival checks. When casting spells 
  or using abilities that provide or enhance movement, 
  halflings treat their caster level as +1 higher than normal. 
  This racial trait replaces fearless and halfling luck.
  Warslinger: Halflings are experts at the use of the sling. 
  Halflings with this racial trait can reload a sling as a free 
  action. Reloading a sling still requires two hands and 
  provokes attacks of opportunity. This racial trait replaces 
  sure-footed. 
  Racial Subtypes
  You can combine various alternate racial traits to create 
  halfling subraces or variant races, such as the following.
  Avenging: Unlike most halflings, members of this 
  subtype actively look for trouble in their quest to avenge 
  slights and wrongdoings. Whether resisting a local bully, 
  monster, or troops of an oppressive ruler, halfling warriors 
  of this secret subculture don masks and strike back on 
  behalf of their community. These halflings have the low 
  blow, underfoot, and warslinger alternate racial traits. 
  Nomadic: These halflings were born on the road and 
  most follow it until the end of their days. They travel fast 
  and light and never miss a chance for either profit or 
  adventure. These halflings have the fleet-footed, polyglot, 
  and wanderlust alternate racial traits. 
  Slave Born: These halflings come from lineages that 
  have spent countless generations as property. Though 
  6262
  
  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 halflings have the 
  craven and ingratiating alternate racial traits. 
  Favored Class Options
  The following favored options are available to all halflings 
  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 “halfling” 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 halflings. 
  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. 
  6363
  Core Races
  Core Races 1
  
  Filcher (Rogue)
  A filcher steals valuables without their owners even 
  realizing it. Whether cutting purses in the midst of 
  combat or replacing prized items with fakes under the 
  noses of their owners, the filcher is the master of the quick 
  and quiet steal. A filcher has the following class features. 
  Quicker than the Eye (Ex): At 2nd level, a filcher develops 
  an amazingly swift and delicate touch. When she uses 
  Sleight of Hand, creatures take a penalty on their 
  Perception checks to notice the attempt equal to half the 
  filcher’s class level. The filcher also subtracts her class 
  level from the normal –20 penalty when attempting to 
  make a Sleight of Hand check as a move action instead 
  of as a standard action. Lastly, the filcher can withdraw 
  an object hidden on her person, including a weapon, as 
  a move action instead of the usual standard action. This 
  ability replaces evasion.
  Rummage (Ex): At 3rd level, a filcher learns how to assess 
  the value of items at the quickest glance. She can even 
  make startlingly accurate guesses about particular items 
  merely by observing the bulges they make in pouches, 
  backpacks, or similar containers. She gains a +1 bonus on 
  Appraise checks and an additional +1 bonus every three 
  levels thereafter. 
  As a swift action, a filcher can make an Appraise check in 
  order to determine the relative value of each object carried 
  by her target (DC = 10 + 1 for every object the filcher is 
  trying to ascertain the relative value of). Though she never 
  learns the actual prices of items when using rummage, she 
  does gain enough information to list these items in order, 
  from the most valuable to the least valuable. She can, by 
  taking a –20 penalty on the check, add to this assessment 
  any items carried by her target that she cannot see. This 
  ability replaces trap sense +1, +2, +3, +4, +5, and +6.
  Filch (Ex): At 4th level, a filcher learns how pluck items 
  off her opponents even in combat. She gains Improved 
  Steal (Advanced Player’s Guide 163) as a bonus feat and 
  can use her Sleight of Hand bonus instead of her CMB 
  when performing a steal combat maneuver (Advanced 
  Player’s Guide 322). If the filcher gains bonuses on combat 
  maneuver checks from any feats, spells, magic items, or 
  similar effects, they are added to the Sleight of Hand 
  bonus when using the steal maneuver. This ability 
  replaces uncanny dodge. 
  Superior Filching (Ex): At 8th level, a filcher becomes a 
  master at separating owners from their property. She gains 
  Greater Steal as a bonus feat, and opponents do not gain a +5 
  bonus to their CMD when she tries to remove items fastened 
  to them. This ability replaces improved uncanny dodge. 
  Rogue Talents: The following rogue talents complement 
  the filcher archetype: fast stealth, slow reactions (Core 
  Rulebook); fast fingers, fast getaway (Advanced Player’s Guide); 
  black market connections, deft palm (Ultimate Combat). 
  Advanced Talents: The following advanced rogue talents 
  complement the filcher archetype: skill mastery (Core 
  Rulebook); fast tumble (Advanced Player’s Guide); weapon 
  snatcher (Ultimate Combat). 
  Order of the Paw (Cavalier)
  Only dog- or wolf-riding halflings are eligible to join this 
  order of cavaliers. When they do, they pledge to defend 
  halflings, halfling settlements, and other innocent folks 
  by patrolling the wilderness and seeking out possible 
  threats to both individuals and whole communities. These 
  cavaliers hunt down potential danger with a ruthless 
  efficiency and determination that non-halflings find 
  surprising and even somewhat alarming. 
  6464
  
  Edicts: The cavalier must strive to protect his 
  community from rampaging monsters and fearsome 
  conquers alike. His first priority is to aid halfling 
  communities, but he also is sworn to protect those who 
  cannot protect themselves from such threats in the wild. 
  He must never take any action that would put a halfling 
  community or an innocent creature in jeopardy. An 
  order of the paw cavalier must take either a wolf or a dog 
  as his mount. 
  Challenge: Whenever an order of the paw cavalier issues 
  a challenge, his mount gains a +1 dodge bonus to AC as 
  long it is threatening the target of the cavalier’s challenge 
  and the cavalier is riding the mount. This bonus increases 
  by +1 for every four levels the cavalier possesses. 
  Skills: An order of the paw cavalier adds Knowledge 
  (nature) and Survival to his list of class skills. He can make 
  Knowledge (nature) checks untrained. Also, an order of the 
  paw cavalier is adept at following tracks while mounted, 
  using his mount’s speed rather than his own to determine 
  the penalty for tracking while moving, whether he is 
  mounted or not. 
  Order Abilities: A cavalier belonging to the order of the 
  paw gains the following abilities as he increases in level. 
  Danger Ward (Ex): At 2nd level, the cavalier can ready his 
  allies for impending danger. As a standard action, he can 
  ready all allies within 30 feet of the danger ahead, granting 
  a bonus on a single type of saving throw (Fortitude, Reflex 
  or Will) that he chooses when he grants this boon. At any 
  point in the next minute, when these allies fail a saving 
  throw of that type, they can choose to reroll the saving 
  throw with a +4 competence bonus as an immediate action, 
  but must take the results of the reroll even if it is worse. He 
  can use this ability up to three times per day, once for each 
  type of saving throw. 
  Canine Ferocity (Ex): At 8th level, when the cavalier uses 
  his wolf or dog mount to perform a bull rush or overrun 
  maneuver, the mount is considered to be one size category 
  larger for the purposes of determining the size of creature 
  it is maneuvering against and the mount’s CMB. He also 
  receives a bonus feat, chosen from the following list: 
  Mounted Combat, Ride-By Attack, Skill Focus (Ride), 
  Spirited Charge, Trample, or Unseat. He must qualify for 
  the feat selected. 
  Giant Slayer (Ex): At 15th level, when the cavalier hits the 
  target of his challenge with a melee attack, and that target 
  is at least two size categories larger than the cavalier, he 
  gains a bonus on damage rolls equal to 1/2 his cavalier 
  level. This damage is multiplied on a critical hit. 
  Underfoot Adept (Monk)
  An underfoot adept turns his diminutive stature 
  and unorthodox footwork into a powerful weapon. 
  Effortlessly moving across the battlefield, he ducks 
  under the legs of larger creatures and then topples them 
  with surprising attacks. An underfoot adept has the 
  following class features. 
  Underfoot Grace (Ex): At 1st level, an underfoot adept 
  uses his size and grace to avoid the attacks of those he 
  passes. When using the Acrobatics skill to avoid attacks of 
  opportunity by moving through a threatened area or an 
  enemy’s space, he only takes a –5 penalty when doing so at 
  full speed, instead of the normal –10 penalty. This ability 
  replaces the bonus feat gained at 1st level.
  Underfoot Trip (Ex): At 1st level, an underfoot adept 
  learns a number of maneuvers and grabs that can cause 
  even the largest opponents to stumble and fall. He 
  gains Improved Trip as a bonus feat, even if he does 
  not meet the requirements. At 4th level, and every four 
  levels thereafter, he acts as if he is one size larger for the 
  purposes of determining the maximum size of creatures 
  he can trip and when determining his CMB and CMD for 
  purposes of a trip combat maneuver. This ability replaces 
  stunning fist.
  Improved Underfoot Grace (Ex): At 5th level, an 
  underfoot adept’s ability to avoid attacks of opportunity 
  against those he passes improves. When using the 
  Acrobatics skill to avoid attacks of opportunity, while 
  moving through a threatened area or through an enemy’s 
  space, he takes no penalty when doing so at full speed. 
  This ability replaces high jump. 
  NEW RACIAL RULES 
  The following options are available to halflings. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Halfling Equipment
  Halflings have access to the following equipment.
  Alchemical Preserves: Each small tin of this specially 
  treated jam contains just enough of the gooey stuff to 
  provide a halfling with a single serving of revitalizing 
  nourishment. While any creature can eat these preserves 
  as a standard action, it only affects halflings in a 
  beneficial way. Halflings who eat the preserves recover 
  from fatigue. Non-halflings who eat alchemical preserves 
  become sickened for 1 round.
  Billow Cape: This silk cape is constructed of many 
  carefully arranged overlapping layers that are loosely 
  stitched together. When exposed to a sudden influx of 
  air, like that caused by falling, the cloak unfolds like a 
  crude parachute. When falling, a creature wearing a billow 
  cape is treated as if he had deliberately jumped from the 
  height (Core Rulebook 443). When worn in areas of strong 
  wind or greater (Core Rulebook 439), a billow cape hampers 
  movement. In such wind conditions, the wearer treats 
  all terrain as difficult terrain and takes a –4 penalty on 
  6565
  Core Races
  Core Races 1
  
  Fly checks. Because of the strange and somewhat fragile 
  construction of this cape, only Small or smaller billow 
  capes function properly. Larger billow capes take all the 
  penalties resulting from high winds, but grant none of the 
  benefits when the wearer falls. 
  Halfling Jugglesticks: This group of four brightly 
  colored sticks is adorned with colorful streamers that can 
  be juggled and manipulated to create displays and patterns. 
  Halflings use them to even greater effect, gaining a +2 
  circumstance bonus on Perform (comedy) checks.
  Roar Cord: This thin length of rope has many oddly 
  shaped bits of hollow metal fixed along its length. As 
  a standard action, a creature can swing a roar cord over 
  its head to generate a variety of eerie noises. For the next 
  round, any creature within 60 feet of the roar cord takes a 
  –2 penalty on Perception checks that rely on sound and a –1 
  penalty on saving throws against fear effects. The roar cord 
  can be used as a bardic instrument (string instrument) 
  that grants the bard a +2 bonus on Perform checks when 
  using the countersong bardic performance.
  Halfling Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Alchemical preserves 
  50 gp 
  — 
  20
  Billow cape 
  100 gp 
  4 lbs. 
   —
  Halfling jugglesticks 
  25 gp 
  1 lb. 
  —
  Roar cord 
  15 gp 
  1 lb. 
  —
  Halfling Feats
  Halflings have access to the following feats.
  Adaptive Fortune
  Your luck takes on almost legendary proportions. 
  Prerequisites: Fortunate One, adaptable luck racial trait, 
  character level 10th, halfling. 
  Benefit: Increase the number of times per day you can 
  use the adaptable luck racial trait by 1. Furthermore, when 
  you use adaptable luck, increase the luck bonus for each 
  type of use by 2.
  Blundering Defense (Combat)
  Your feverish and sometimes comical defensive techniques 
  offer enough distraction to aid allies. 
  Prerequisites: Cautious Fighter, halfling. 
  Benefit: Whenever you fight defensively or use the total 
  defense action, allies gain a luck bonus to AC and CMD 
  equal to 1/2 the dodge bonus you gain from the action 
  you are taking. Allies only gain this bonus while they are 
  adjacent to you. 
  Cautious Fighter (Combat)
  You care more about survival than victory.
  Prerequisite: Halfling. 
  Benefit: When fighting defensively or using total 
  defense, your dodge bonus to AC increases by 2.
  Courageous Resolve
  Even when others run, you tend to stand your ground.
  Prerequisites: Craven racial trait or fearless racial 
  trait, half ling.
  Benefit: If you have the fearless racial trait, your racial 
  bonus on saving throws against fear effects increases to 
  +4. If you have the craven racial trait, you still take the 
  –2 penalty on fear saves, but you can gain the benefit of 
  morale bonuses on saving throws against fear effects. 
  Desperate Swing (Combat)
  You land your most telling blows in desperate situations.
  Prerequisites: Cautious Fighter, base attack bonus +1, 
  halfling.
  Benefit: Once per day, you can make a single melee 
  attack while taking the total defense action. You take a –4 
  penalty on attack rolls when making this attack. You also 
  gain a +4 bonus on critical confirmation rolls made while 
  fighting defensively or making an attack of opportunity 
  using this feat.
  Fortunate One 
  You have an even greater knack than most halflings for 
  adaptable luck.
  Prerequisites: Adaptable luck racial trait, halfling.
  Benefit: The number of times per day you can use the 
  adaptable luck racial trait increases by 1.
  Improved Low Blow (Combat)
  You are adept at hitting larger opponents where it hurts.
  Prerequisites: Base attack bonus +4, halfling, low-blow 
  racial trait.
  Benefit: Your bonus to confirm critical hits against 
  opponents larger than yourself improves to +2. 
  Furthermore, once per day, after you fail to hit with 
  a critical hit confirmation roll, you can reroll the 
  confirmation roll, but must take the new result even if 
  it is worse. 
  Lucky Healer 
  Your luck allows you to draw from magical healing far 
  more efficiently than most.
  Prerequisites: Adaptive luck racial trait, halfling.
  Benefit: Spend a use of your adaptive luck racial 
  trait to reroll the damage healed from a single magical 
  healing effect (such as a spell with “cure” in the title 
  or channel energy). You regain a number of hit points 
  equal to the new roll or the original roll, whichever is 
  greater. Other creatures healed by the effect do not gain 
  this benefit. 
  6666
  
  Lucky Strike (Combat)
  Your luck increases the potency of your weapon attacks.
  Prerequisites: Base attack bonus +5, adaptive luck racial 
  trait, halfling.
  Benefit: Spend a use of your adaptive luck racial trait to 
  reroll the damage from a single weapon attack. You deal 
  damage equal to the new damage roll, or the original roll, 
  whichever is greater. 
  Risky Striker (Combat)
  You can make yourself a little more vulnerable to larger 
  creatures in order to land a devastating blow. 
  Prerequisites: Base attack bonus +1, halfling.
  Benefit: You can choose to take a –1 penalty to 
  AC to gain a +2 bonus on melee damage rolls against 
  creatures two or more size categories larger than you. 
  When your base attack bonus reaches +4 and every four 
  levels thereafter, the damage increases by 2. The bonus 
  damage is multiplied in the case of a critical hit. You can 
  only choose to use this feat when you declare that you 
  are making an attack action or a full-attack action with 
  a melee weapon. The effects last until your next turn.
  Sure and Fleet
  You are both fast and careful.
  Prerequisites: Fleet of foot racial trait, halfling.
  Benefit: You gain a +2 racial bonus on Acrobatics and 
  Climb checks.
  Surprise Strike (Combat) 
  You actually seem to do more damage when frantically 
  trying to avoid your enemies.
  Prerequisites: Cautious Fighter, Desperate Swing, base 
  attack bonus +6, halfling.
  Benefit: Once per day, when fighting defensively or 
  making an attack of opportunity while taking the total 
  defense action with the Desperate Swing feat, you take no 
  penalty on the attack roll.
  Uncanny Defense (Combat)
  Your instinct for self-preservation gives you many advantages.
  Prerequisites: Cautious Fighter, base attack bonus +3, 
  halfling.
  Benefit: While fighting defensively or taking the total 
  defense action, you gain a bonus on your Reflex saving 
  throws and to your CMD equal to 1/2 of the dodge bonus to 
  AC you gained from taking that action.
  Halfling Magic Items
  Halflings have access to the following magic items.
  BOOK OF MARVELOUS RECIPES
  Aura moderate conjuration; CL 11th
  Slot none; Price 28,800; Weight 3 lbs.
  DESCRIPTION
  The pages of this thick and travel-worn leather book visibly 
  rewrite themselves as a reader flips through them, creating 
  a number of delicious recipes that seem to anticipate the 
  current craving or culinary desires of the reader. The recipes 
  can aid the reader in creating such dishes, allowing him to 
  use the Profession (cook) skill untrained, or granting a +4 
  competence bonus on such checks if the reader is trained in 
  that skill.
  Furthermore, once per day, this book can be used to 
  enhance a meal the reader is cooking. When used in this way, 
  it grants the meal being cooked the effects of a heroes’ feast 
  spell (caster level 11th).
  CONSTRUCTION
  Requirements Craft Wondrous Item, heroes’ feast, the creator 
  must have at least 4 ranks in Profession (cook); Cost 14,400 gp 
  ESCAPE DUST
  Aura faint conjuration; CL 3rd
  Slot none; Price 300 gp; Weight —
  DESCRIPTION
  When a handful of this coarse, crystalline powder is thrown at 
  a single creature, it circles around that creature and disrupts 
  its ability to attack and see. Using this dust requires a ranged 
  touch attack by its user (with a range increment of 5 feet), but 
  doing so does not provoke attacks of opportunity. On a hit, 
  the target is dazzled and cannot make attacks of opportunity 
  or immediate actions for 1 round. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, glitterdust; Cost 150 gp
  QUICKFINGERS GLOVES 
  Aura faint transmutation; CL 5th
  Slot hands; Price 2,500 gp; Weight — 
  DESCRIPTION
  These dark-colored, skin-tight gloves are typically made of 
  either supple calfskin or silk. A wearer of these gloves with at 
  least 1 rank in Sleight of Hand can perform such a check as a 
  move action by taking a –10 penalty on the check rather than 
  the normal –20. Both gloves must be worn for the magic to 
  be effective.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace, haste; Cost 
  1,250 gp
  SOLIDSMOKE PIPEWEED
  Aura moderate conjuration; CL 7th
  Slot none; Price 1,000 gp; Weight —
  DESCRIPTION
  When smoked in any pipe, this pinch of magical tobacco 
  produces a languid, milky-white smoke that the smoker can 
  transform into useful objects. A halfling who puffs on the 
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  Core Races
  Core Races 1
  
  pipe as a full-round action can shape the smoke into an object 
  weighing no more than 5 pounds and having a maximum 
  volume of 1 cubic foot. The halfling can, on following rounds, 
  spend additional full-round actions to increase the object’s 
  weight by 2 additional pounds and its volume by another 
  cubic foot. The halfling must succeed at an appropriate Craft 
  check to make a complex item. If the halfling stops puffing 
  on her pipe for any reason before she finishes creating the 
  object, the figure in the smoke collapses and her pipe is 
  extinguished. Objects created by solidsmoke pipeweed last for 
  24 hours before fading away into vapor. Objects created by 
  the pipeweed have the same hardness, hit points, and other 
  qualities as manufactured objects of their type, but look 
  smoky and indistinct. Each pinch of solidsmoke pipeweed is 
  sufficient for 3 full rounds of smoking. A single larger item 
  must be created with a single pinch of solidsmoke pipeweed, 
  so any item created with this pipeweed can’t be larger than 9 
  pounds and 3 cubic feet. 
  A halfling cannot create an object designed to exactly 
  duplicate or replace another specific object. For instance, 
  while she could create a smoky lock with its own key, she 
  could not puff smoke into an existing keyhole and then create 
  a key that would open that particular lock.
  This smoke is caustic and chokes non-halflings. It grants 
  non-halflings no benefits, and each time they spend a 
  standard action to smoke the pipeweed, they are sickened for 
  1 round.
  CONSTRUCTION
  Requirements Craft Wondrous Item, minor creation, creator 
  must be a halfling; Cost 500 gp
  SYMBOL OF LUCK
  Aura faint evocation; CL 3rd
  Slot none; Price 6,000 gp; Weight 1 lb.
  DESCRIPTION
  This translucent sphere of iron-hard glass changes shape to 
  match its bearer’s holy symbol within an hour of coming into 
  her possession. After that transformation is complete, when 
  this symbol is used by a halfling with the luck or adaptable 
  luck racial trait to channel energy in order to heal, it also 
  grants those healed a +1 luck bonus on saving throws for a 
  number of rounds equal to the number of dice healed by the 
  channel energy.
  CONSTRUCTION
  Requirements Craft Wondrous Item, divine favor, the creator 
  must be a halfling; Cost 3,000 gp
  Halfling Spells
  Halflings have access to the following spells.
  BLESSING OF LUCK AND RESOLVE
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric 2, inquisitor 2, paladin 2 
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one living creature touched
  Duration 1 minute/level (D), special see below
  A favored blessing of halfling clerics, this spell grants its 
  target a +2 morale bonus on saving throws against fear 
  effects. If the target has the fearless racial trait, it is immune 
  to fear instead. If the target fails a saving throw against fear, 
  it can end the spell as an immediate action to reroll the save 
  with a +4 morale bonus, and must take the new result, even 
  if it is worse. 
  BLESSING OF LUCK AND RESOLVE, MASS
  School enchantment (compulsion) [mind-affecting]; Level 
  cleric 6, inquisitor 6, paladin 4
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which can be more than 
  30 ft. apart
  This spell functions like blessing of luck and resolve, except that 
  it affects multiple creatures.  
  ESCAPING WARD
  School abjuration; Level bard 2, inquisitor 2, magus 2, ranger 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  This ward grants you extra maneuverability when you 
  avoid attacks against larger foes. While affected by this 
  spell, when you are attacked and missed by a creature 
  that is at least one size category larger than you, you can, 
  as an immediate action, move up to 5 feet away from the 
  attacking creature. You can increase this movement by 
  5 feet for every 5 caster levels. This movement does not 
  provoke attacks of opportunity. 
  FEARSOME DUPLICATE
  School illusion (figment); Level bard 3, inquisitor 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action 
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect monstrously distorted duplicate of you
  Duration 1 minute/level (D)
  Saving Throw Will disbelief (if interacted with); Spell 
  Resistance yes
  You create a larger and far more menacing version of 
  yourself that you can send forth, manipulate like a puppet, 
  and use to interact with others. You can make the duplicate 
  up to two size categories larger than you are and determine 
  6868
  
  a theme as to how it alters your original appearance. 
  However, this duplicate always retains some vestiges of your 
  actual appearance. Creatures who already know you gain 
  a +2 bonus on saving throws made to disbelieve this spell. 
  Your duplicate has no actual substance, and you cannot 
  use it to alter its surroundings or to attack or otherwise 
  harm creatures it encounters. You can use the duplicate 
  to speak, and interact verbally with creatures using the 
  Bluff, Diplomacy, and Intimidate skills, and you gain a +2 
  competence bonus on Intimidate checks when using that 
  skill through the duplicate. 
  You can see, hear, taste, and smell your duplicate’s 
  surroundings as if you are actually present using your 
  Perception skill. While you also remain aware of your own 
  immediate surroundings when controlling your 
  duplicate, controlling it does take a toll on your 
  senses. You take a –4 penalty on Perception checks 
  while you control your duplicate. 
  The duplicate moves under your mental 
  command, and while you need not act out 
  its movements, you must take a standard 
  action to control your duplicate for 1 round 
  (concentrating on the spell) or it winks out of 
  existence. You can maintain control of your 
  duplicate even if you have no line of sight or line 
  of effect to it.
  The duplicate immediately winks out of existence 
  if it is hit by an attack or in the area of a damaging 
  effect, or if it moves beyond the maximum range of 
  the spell.
  VILLAGE VEIL
  School illusion (figment) [mind-affecting]; Level bard 5, 
  cleric 5, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area one 10-ft. cube per level
  Duration 1 day/level
  Saving Throw Will disbelief; Spell Resistance yes
  You throw an illusion over an area to make creatures that 
  view or interact with it believe it has suffered some great 
  catastrophe or calamity that renders it utterly worthless 
  for their needs. You must set a few general guidelines 
  when casting the spell as to the nature of this disaster (fire, 
  tornado, bandit raid, plague, etc.), after which the illusion 
  fills in the remaining details to make it seem realistic. When 
  casting the spell, you can grant creatures with particular, 
  clearly identifiable physical traits (race, gender, age category, 
  etc.) immunity to this spell. This allows all such eligible 
  creatures to perceive the true nature of the affected area 
  instead of its illusory appearance. Creatures without 
  this immunity that fail their saving throws always 
  perceive the affected area as having absolutely nothing 
  of interest or worth to them. Unless they have reason for 
  suspicion, they always move on without closely investigating 
  the area. Creatures with sufficient reasons for suspicion 
  who do choose to investigate the area gain another saving 
  throw, this one with a +2 bonus, as they enter the village and 
  directly interact with the illusion. 
  You can expand the area of this spell by casting it 
  multiple times. Each time you do, you must effectively 
  “attach” the spell to the existing area by using the same 
  disaster and granting the same sorts of creatures immunity 
  to its effects. If you fail to do this, the entire illusion, no 
  matter how large, disappears.
  6969
  Core Races
  Core Races 1
  
  Humans
  Humans possess exceptional drive and a great capacity 
  to endure and expand, and as such are currently the 
  dominant race in the world. Their empires and nations are 
  vast, sprawling things, and the citizens of these societies 
  carve names for themselves with the strength of their 
  sword arms and the power of their spells. Humanity is best 
  characterized by its tumultuousness and diversity, and 
  human cultures run the gamut from savage but honorable 
  tribes to decadent, devil-worshiping noble families in 
  the most cosmopolitan cities. Humans’ curiosity and 
  ambition often triumph over their predilection for a 
  sedentary lifestyle, and many leave their homes to 
  explore the innumerable forgotten corners of 
  the world or lead mighty armies to conquer their 
  neighbors, simply because they can.
  Human society is a strange amalgam of nostalgia and 
  futurism, being enamored of past glories and wistfully 
  remembered “golden ages,” yet at the same time quick 
  to discard tradition and history and strike off into new 
  ventures. Relics of the past are kept as prized antiques and 
  museum pieces, as humans love to collect things—not only 
  inanimate relics but also living creatures—to display for 
  their amusement or to serve by their side. Other races suggest 
  this behavior is due to a deep-rooted urge to dominate and 
  assert power in the human psyche, an urge to take, till, or 
  tame the wild things and places of the world. Those with a 
  more charitable view believe humans are simply collectors 
  of experiences, and the things they take and keep, whether 
  living, dead, or never alive, are just tokens to remind 
  themselves of the places they have gone, the things they have 
  seen, and the deeds they have accomplished. Their present 
  and future value is just a bonus; their real value is as an 
  ongoing reminder of the inevitable progress of humanity.
  Humans in many places are fascinated by older races 
  and cultures, though at times they grow frustrated or even 
  contemptuous of ancient and (to their mind) outmoded 
  traditions. Their attitudes toward other races are thus 
  a curious mix of exoticism and even fetishism, though 
  usually with a very superficial level of understanding 
  and appreciation of those cultures, alongside a deeply 
  rooted arrogance that means most humans have a hard 
  time regarding themselves as anything other than the 
  default standard of society. Human scholars engaged in 
  the study of other races—who might be assumed to be 
  the most cosmopolitan and well versed in their nature 
  and culture—have often proved no better than the less-
  learned members of their race when it comes to genuine 
  closing of the social distance. Humans are gregarious, 
  often friendly, and willing to mix and interact with 
  others, but their sheer obliviousness to their offhanded 
  marginalization of others is what so chagrins other races 
  when dealing with them.
  Human Racial Traits
  +2 to One Ability Score: Human characters gain a +2 racial 
  bonus to one ability score of their choice at creation to represent 
  their varied nature.
  Medium: Humans are Medium creatures and receive no 
  bonuses or penalties due to their size.
  Normal Speed: Humans have a base speed of 30 feet.
  Bonus Feat: Humans select one extra feat at 1st level.
  Skilled: Humans gain an additional skill rank at first level 
  and one additional rank whenever they gain a level.
  Languages: Humans begin play speaking Common. Humans 
  with high Intelligence scores can choose any languages they 
  want (except secret languages, such as Druidic).
  7070
  
  Of course, well-meaning, blundering ignorance 
  and numerical superiority are not the only things 
  that make other races suspicious of humans. Entirely 
  too many examples can be found throughout history 
  wherein human xenophobia and intolerance has led to 
  social isolationism, civil oppression, bloody purges, 
  inquisitions, mob violence, and open war. Humans 
  are not the only race to hate what is different among 
  them, but they seem to have a susceptibility to fear-
  mongering and suspicion, whether about race, language, 
  religion, class, gender, or another difference. More 
  moderate human citizens often sit idly by while their 
  more extreme compatriots dominate the political and 
  cultural conversation, yet there are also many who stand 
  in opposition to extremists and embody a spirit of unity 
  across the bounds of difference, transcending barriers 
  and forming alliances and relationships both large and 
  small across every color, creed, country, or species.
  Physical Description: The physical characteristics of 
  humans are as varied as the world’s climes. From the 
  dark-skinned tribesmen of the southern continents 
  to the pale and barbaric raiders of the northern lands, 
  humans possess a wide variety of skin colors, body types, 
  and facial features. Generally speaking, humans’ skin 
  color assumes a darker hue the closer to the equator 
  they live. At the same time, bone structure, hair color 
  and texture, eye color, and a host of facial and bodily 
  phenotypic characteristics vary immensely from one 
  locale to another. Cheekbones may be high or broad, 
  noses aquiline or flat, and lips full or thin; eyes range 
  wildly in hue, some deep set in their sockets, and others 
  with full epicanthic folds. Appearance is hardly random, 
  of course, and familial, tribal, or national commonalities 
  often allow the knowledgeable to identify a human’s 
  place of origin on sight, or at least to hazard a good 
  guess. Humans’ origins are also indicated through their 
  traditional styles of bodily decoration, not only in the 
  clothing or jewelry worn, but also in elaborate hairstyles, 
  piercing, tattooing, and even scarification. 
  Society: Human society comprises a multitude of 
  governments, attitudes, and lifestyles. Though the oldest 
  human cultures trace their histories thousands of years 
  into the past, when compared to the societies of other 
  races like elves and dwarves, human society seems to be 
  in a state of constant flux as empires fragment and new 
  kingdoms subsume the old. In general, humans are 
  known for their flexibility, ingenuity, and ambition. Other 
  races sometimes envy humans their seemingly limitless 
  adaptability, not so much biologically speaking but in 
  their willingness to step beyond the known and press 
  on to whatever might await them. While many or even 
  most humans as individuals are content to stay within 
  their comfortable routine, there is a dauntless spirit of 
  discovery endemic to humans as a species that drives them 
  in striving toward possibilities beyond every horizon.
  Relations: Humans are fecund, and their drive and 
  numbers often spur them into contact with other races 
  during bouts of territorial expansion and colonization. 
  In many cases, this tendency leads to violence and war, 
  yet humans are also swift to forgive and forge alliances 
  with races who do not try to match or exceed them in 
  violence. Proud, sometimes to the point of arrogance, 
  humans might look upon dwarves as miserly drunkards, 
  elves as flighty fops, halflings as craven thieves, gnomes 
  as twisted maniacs, and half-elves and half-orcs as 
  embarrassments—but the race’s diversity among its 
  own members also makes many humans quite adept 
  at accepting others for what they are. Humans may 
  become so absorbed in their own affairs that they remain 
  ignorant of the language and culture of others, and some 
  take this ignorance to a hateful extreme of intolerance, 
  oppression, and rarely even extermination of others they 
  perceive as dangerous, strange, or “impure.” Thankfully, 
  while such incidents and movements may taint all of 
  humanity in the eyes of some, they are more often the 
  exception than the rule. 
  Alignment and Religion: Humanity is perhaps the 
  most diverse of all the common races, with a capacity 
  for both great evil and boundless good. Some humans 
  assemble into vast barbaric hordes, while others build 
  sprawling cities that cover miles. Taken as a whole, most 
  humans are neutral, yet they generally tend to congregate 
  in nations and civilizations with specific alignments. 
  Humans also have the widest range of gods and religions, 
  lacking other races’ ties to tradition and eager to turn to 
  anyone offering them glory or protection.
  Adventurers: Ambition alone drives countless humans, 
  and for many, adventuring serves as a means to an end, 
  whether it be wealth, acclaim, social status, or arcane 
  knowledge. A few pursue adventuring careers simply for 
  the thrill of danger. Humans hail from myriad regions 
  and backgrounds, and as such can fill any role within an 
  adventuring party.
  Names: Unlike other races, which generally cleave 
  to specific traditions and shared histories, humanity’s 
  diversity has resulted in a nearly infinite set of names. 
  The humans of a northern barbarian tribe have much 
  different names than those hailing from a subtropical 
  nation of sailors and traders. Even humans who speak the 
  same language may have names that are as varied as their 
  beliefs and appearances, depending on their origins.
  ALTERNATE RACIAL RULES
  Humans are as adaptable as they are varied. The following 
  rules reflect this flexibility and can exhibit themselves 
  in any human character.
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  Core Races 1
  
  Alternate Racial Traits
  The following racial traits may be selected instead of 
  existing human racial traits. Consult your GM before 
  selecting any of these new options.
  Adoptive Parentage: Humans are sometimes orphaned 
  and adopted by other races. Choose one humanoid race 
  without the human subtype. You start play with that race’s 
  languages and gain that race’s weapon familiarity racial 
  trait (if any). If the race does not have weapon familiarity, 
  you gain either Skill Focus or Weapon Focus as a bonus 
  feat that is appropriate for that race instead. This racial 
  trait replaces the bonus feat trait.
  Dual Talent: Some humans are uniquely skilled at 
  maximizing their natural gifts. These humans pick two 
  ability scores and gain a +2 racial bonus in each of those 
  scores. This racial trait replaces the +2 bonus to any one 
  ability score, the bonus feat, and the skilled traits.
  Eye for Talent: Humans have great intuition for 
  hidden potential. They gain a +2 racial bonus on Sense 
  Motive checks. In addition, when they acquire an animal 
  companion, bonded mount, cohort, or familiar, that 
  creature gains a +2 bonus to one ability score of the 
  character’s choice. This racial trait replaces the bonus 
  feat trait.
  Focused Study: All humans are skillful, but some, 
  rather than being generalists, tend to specialize in a 
  handful of skills. At 1st, 8th, and 16th level, such humans 
  gain Skill Focus in a skill of their choice as a bonus feat. 
  This racial trait replaces the bonus feat trait.
  Heart of the Fields: Humans born in rural areas are 
  used to hard labor. They gain a racial bonus equal to half 
  their character level to any one Craft or Profession skill, 
  and once per day they may ignore an effect that would 
  cause them to become fatigued or exhausted. This racial 
  trait replaces skilled.
  Heart of the Mountains: Humans born in the mountains 
  are skilled at negotiating heights and precipices. They 
  gain a +2 racial bonus on Climb checks and Acrobatics 
  checks to move on narrow surfaces and uneven ground. 
  Furthermore, they are considered acclimated to the 
  effects of high altitude (Core Rulebook 430). This racial trait 
  replaces skilled. 
  Heart of the Sea: Humans born near the sea are always 
  drawn to it. They gain a +2 racial bonus on Profession 
  (sailor) and Swim checks, and these are always class 
  skills for them. They can hold their breath twice as 
  long as normal, and spellcasters gain a +4 racial bonus 
  on concentration checks when attempting to cast spells 
  underwater. This racial trait replaces skilled.
  Heart of the Slums: Humans who eke out a life in a 
  city’s teeming slums must be quick and clever. They gain 
  a +2 racial bonus on Sleight of Hand and Stealth checks, 
  and a +4 racial bonus on Survival checks in urban and 
  underground settings. In addition, they may roll twice 
  when saving against disease, taking the better roll. This 
  racial trait replaces skilled.
  Heart of the Snows: Humans born in chilly climes treat 
  cold climates as one category less severe. They gain a +2 racial 
  bonus on Fortitude saving throws against the effects of cold 
  climates, on any check or saving throw to avoid slipping 
  and falling, and to CMD against trip combat maneuvers. 
  This bonus applies on Acrobatics and Climb checks made 
  in slippery conditions. This racial trait replaces skilled.
  Heart of the Streets: Humans from bustling cities are 
  skilled with crowds. They gain a +1 racial bonus on Reflex 
  saves and a +1 dodge bonus to Armor Class when adjacent 
  to at least two other allies. Crowds do not count as difficult 
  terrain for them. This racial trait replaces skilled.
  Heart of the Sun: Humans born in tropical climates treat 
  hot climates as one category less severe. They also gain a +2 
  racial bonus on Fortitude saving throws against the effects 
  of a hot climate, as well as against the poison and distraction 
  ability of swarms and vermin. This racial trait replaces skilled.
  Heart of the Wilderness: Humans raised in the wild 
  learn the hard way that only the strong survive. They 
  gain a racial bonus equal to half their character level 
  on Survival checks. They also gain a +5 racial bonus on 
  Constitution checks to stabilize when dying and add half 
  their character level to their Constitution score when 
  determining the negative hit point total necessary to kill 
  them. This racial trait replaces skilled.
  Heroic: Some humans are born heroes. In campaigns 
  that use the optional hero point system (Advanced Player’s 
  Guide 322–325), each time these humans gain a level, they 
  gain 2 hero points instead of 1. If they take the Blood of 
  Heroes feat, they gain 3 hero points each level instead of 2. 
  This racial trait replaces the bonus feat trait.
  Mixed Heritage: Often human civilization is defined by 
  more than one characteristic. A human with this trait may 
  select a second “Heart of the” racial trait. This replaces the 
  bonus feat racial trait.
  Silver Tongued: Human are often adept at subtle 
  manipulation and putting even sworn foes at ease. Humans 
  with this trait gain a +2 bonus on Diplomacy and Bluff 
  checks. In addition, when they use Diplomacy to shift a 
  creature’s attitude, they can shift up to three steps up rather 
  than just two. This racial trait replaces skilled. 
  Racial Subtypes
  You can combine various alternate racial traits to create 
  human subraces or variant races, such as the following.
  Cosmopolitan: Adept as city living, these humans can 
  navigate crowds and fulfill the need for skilled labor in 
  such settlements. Replace the skilled racial trait with 
  heart of the streets and the bonus feat racial trait with 
  focused study.
  7272
  
  Country Folk: These humans are suited to life in the 
  countryside. Replace the skilled racial trait with heart of 
  the fields and the bonus feat racial trait with focused study.
  Gutter Rat: Often second-class citizens living in 
  sprawling ghettos and slums, these humans work hard 
  to eke out an existence in a city. Replace the skilled racial 
  trait with heart of the slums and the bonus feat racial 
  trait with mixed heritage (heart of the streets). 
  Imperious Human: Hailing from either an empire, 
  an emerging nation, or a controlling city-state, these 
  humans are arrogant expansionists, absorbing others to 
  their causes and culture. Replace the skilled racial trait 
  with silver tongued and the bonus feat racial trait with 
  eye for talent.
  Trailblazer: Adaptive and inventive, these humans must 
  have quick wits and a dose of heroic luck to survive in 
  the lands they settle. Replace the skilled racial trait with 
  heart of the wilderness and the bonus feat racial trait 
  with heroic. At the GM’s discretion, you can swap out the 
  heart of the wilderness racial trait for either heart of the 
  mountains, heart of the sea, heart of the snows, or heart 
  of the sun, depending on the type of terrain these humans 
  are settling.
  Versatile Human: While they lack some of the training 
  of other humans, the natural talents of versatile humans 
  more than make up for this lack. Replace the +2 bonus to 
  any ability score, the skilled racial trait, and the bonus 
  feat racial trait with dual talent. 
  Favored Class Options
  The following options are available to all humans 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 
  formula list to the character’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 superstitious rage power.
  Bard: Add one spell known from the bard spell list. 
  This spell must be at least one level below the highest 
  spell level the bard can cast.
  Cavalier: Add +1/4 to the cavalier’s banner bonus.
  Cleric: Add a +1 bonus on caster level checks made to 
  overcome the spell resistance of outsiders.
  Druid: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Fighter: Add +1 to the fighter’s CMD when resisting 
  two combat maneuvers of the character’s choice.
  Gunslinger: Add +1/4 point to the gunslinger’s grit points. 
  Inquisitor: Add one spell known from the inquisitor 
  spell list. This spell must be at least one level below the 
  highest spell level the inquisitor can cast.
  Magus: Add +1/4 point to the magus’ arcane pool.
  Monk: Add +1/4 point to the monk’s ki pool.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least one level below the highest 
  spell level the oracle can cast.
  Paladin: Add +1 to the paladin’s energy resistance to 
  one kind of energy (maximum +10).
  Ranger: Add +1 hit point or +1 skill rank to the ranger’s 
  animal companion. If the ranger ever replaces his 
  companion, the new companion gains these bonus hit 
  points or skill ranks.
  Rogue: The rogue gains +1/6 of a new rogue talent.
  Sorcerer: Add one spell known from the sorcerer spell 
  list. This spell must be at least one level below the highest 
  spell level the sorcerer can cast.
  Summoner: Add +1 hit point or +1 skill rank to the 
  summoner’s eidolon.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level below 
  the highest spell level she can cast. If the witch ever replaces 
  her familiar, the new familiar knows these bonus spells.
  Wizard: Add one spell from the wizard spell list to the 
  wizard’s spellbook. This spell must be at least one level 
  below the highest spell level the wizard can cast.
  RACIAL ARCHETYPES & BLOODLINES
  The following racial bloodline and racial archetypes are 
  available to humans.
  Buccaneer (Gunslinger)
  Freebooters who cling to the convoluted codes that rule 
  independent ships, the buccaneer is a gunslinger of the 
  high seas. Their exploits are fueled by the thrill of danger 
  and often by the temporary courage provided by grog. A 
  buccaneer has the following class features.
  Deeds: A buccaneer swaps four of the normal gunslinger 
  deeds for the following deeds.
  Seadog’s Gait (Ex): At 1st level, the buccaneer gains Sea 
  Legs (Ultimate Combat 117) as a bonus feat. If she spends 
  1 grit point, she can ignore difficult terrain until the end 
  of her turn. This replaces the quick clear deed.
  Pirate’s Jargon (Ex): At 3rd level, the buccaneer’s baffling 
  palaver of nautical jargon and piratical cant provides a +2 
  bonus on Bluff and Intimidate checks. Furthermore, she can 
  spend a swift action and 1 grit point to cause a single living 
  creature within 30 feet to make a Will saving throw (DC = 10 
  + 1/2 her buccaneer level + her Charisma modifier) or become 
  confused for 1 round. This is a mind-affecting language-
  dependent effect. This replaces the pistol whip deed. 
  Rope Swing (Ex): At 7th level, as long as the buccaneer has 
  at least 1 grit point, she gains a bonus on Acrobatics and 
  Climb checks equal to her gunslinger level when climbing 
  or swinging on a rope. If she spends 1 grit point, her move 
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  Core Races
  Core Races 1
  
  while climbing or swinging on a rope does not provoke 
  attacks of opportunity. This replaces the dead shot deed. 
  Captain’s Curse (Sp): At 11th level, a buccaneer can spend 
  2 grit points to use old salt’s curse as a spell-like ability. At 
  15th level, she may use black mark instead. The caster level 
  for these spell-like abilities is equal to the buccaneer’s class 
  level, and the save DC is equal to 10 + her buccaneer level + her 
  Charisma modifier. This replaces the lightning reload deed.
  Grit (Ex): Like the sea itself, a buccaneer is a force of 
  nature. Instead of using her Wisdom modifier to determine 
  the number of grit points she gains at the start of each day, 
  she uses her Charisma modifier. This ability works in all 
  other ways like the gunslinger’s grit class feature. 
  Liquid Courage (Ex): At 2nd level, a buccaneer gains 
  the ability to fortify her grit with strong drink. The act 
  of drinking is a standard action that provokes attacks of 
  opportunity, and each drink provides 1 grog point. Grog 
  points can be used in place of grit points to fuel deeds 
  or grit feats (including those requiring a minimum of 
  1 grit point to use). The buccaneer can gain a maximum 
  number of grog points each day equal to her Constitution 
  modifier (minimum 1), and they last for 1 hour or until 
  used, whichever comes first. She gains a morale bonus on 
  saves against fear and a dodge bonus to AC against attacks 
  of opportunity equal to her current grog point total. This 
  ability replaces the nimble ability. 
  Bonus Feat: In addition to combat and grit feats, a 
  buccaneer can select from the following feats as her bonus 
  feats: Expert Driver (water vehicles only; Ultimate Combat 
  100), Master Siege Engineer (Ultimate Combat 109), Siege 
  Engineer (Ultimate Combat 118), Siege Gunner (Ultimate 
  Combat 118), Skilled Driver (water vehicles only; Ultimate 
  Combat 119).
  Exotic Pet (Ex): At 5th level, a buccaneer gains a familiar 
  as a wizard of half the buccaneer’s class level (though the 
  exotic pet never gains the ability to deliver touch spells 
  or share spells). This pet is typically a monkey or parrot 
  (use the stats for a raven familiar). Such animals are useful 
  scouts, even in the thick of combat. As long as the pet is 
  within 30 feet of the buccaneer, the buccaneer also gains 
  the benefit of evasion. This ability replaces gun training 1.
  Sword and Pistol: At 9th level, a buccaneer gains 
  Sword and Pistol (Ultimate Combat 117) as a bonus 
  feat even if she does not meet the prerequisites. This 
  ability replaces gun training 2.
  Gun Training (Ex): A buccaneer gains this ability 
  only at 13th level with a single type of firearm. 
  Raider’s Riposte (Ex): At 17th level, whenever an 
  enemy misses a buccaneer with an attack 
  of opportunity, it provokes an attack of 
  opportunity from the buccaneer. This 
  ability replaces gun training 4.
  Feral Child (Druid)
  Some youths, abandoned in the wilderness and 
  then raised by animals, are so connected with 
  their adoptive home and family that they become 
  feral. Suspicious of civilized society, these 
  foundlings often choose allegiance to the wild 
  over their human forebears. A feral child has the 
  following class features.
  Weapon and Armor Proficiency: A feral child 
  loses proficiency with the scimitar, scythe, and 
  sickle and with shields. 
  Class 
  Skills: 
  A 
  feral 
  child 
  adds 
  Acrobatics to her list of class skills and 
  removes Fly and Profession from her list 
  of class skills. 
  7474
  
  Illiteracy: At 1st level, a feral child is unable to read 
  and write, though she may learn by taking 1 rank of 
  Linguistics. She does not gain Druidic as a free language 
  and cannot select Sylvan as a bonus language.
  Improved Unarmed Strike: At 1st level, a feral child 
  gains Improved Unarmed Strike as a bonus feat.
  Beast Family (Ex): At 1st level, a feral child may choose 
  one specific type of animal as the type that raised her. She 
  gains a +2 circumstance bonus on Handle Animal and wild 
  empathy checks with animals of that type, and she can 
  communicate with them as if using a continual speak with 
  animals spell-like ability, but this ability is nonmagical. 
  Nature Bond (Ex): At 1st level, a feral child must select 
  an animal companion as her nature bond. 
  Favored Terrain (Ex): At 3rd level, a feral child gains 
  the favored terrain ability as a ranger of her class level. 
  A feral child may not choose urban as a favored terrain. 
  This ability replaces trackless step and a thousand faces. 
  Native Cunning (Ex): At 3rd level, a feral child gains 
  trap sense as a barbarian of equal level, and in her favored 
  terrain, she immediately receives a Perception check to 
  notice traps within 10 feet, as the trap spotter rogue talent. 
  In addition, at 3rd level and every three levels thereafter, 
  she may choose one combat maneuver, and gains a bonus 
  equal to her trap sense bonus to her CMD against that 
  maneuver. This ability replaces wild shape.
  Native Fortitude (Ex): At 4th level, a feral child gains a 
  +1 bonus on saving throws against disease, exhaustion, 
  fatigue, fear, and poison. When she is in her favored 
  terrain, she instead applies her favored terrain bonus 
  on such saving throws. She also recovers from ability 
  damage, exhaustion, and fatigue at twice the normal rate. 
  This ability replaces resist nature’s lure.
  Native Call (Su): At 9th level, when in her favored terrain, 
  for any summon nature’s ally spells a feral child uses to 
  summon animals that are native to that terrain, she treats 
  the duration of the spell as if she were 2 levels higher. 
  At 17th level, when the feral child uses summon nature’s 
  ally spells to summon such animals, those animals gain a 
  +2 bonus to both their Strength and Constitution ability 
  scores. This stacks with the effects of the Augmented 
  Summoning feat. 
  This ability replaces venom immunity and timeless body. 
  Imperious Bloodline (Sorcerer)
  A scion of forgotten kings, with a lineage rich with the 
  dust of ancient empires spanning every golden age of 
  humanity’s history, an imperious embodies the apex 
  of human potential, as well as human temerity and 
  uninhibited hubris.
  Class Skill: Perform (oratory).
  Bonus Spells: moment of greatness (3rd; Ultimate Combat 
  237), eagle’s splendor (5th), heroism (7th), threefold aspect (9th; 
  Advanced Player’s Guide 249), greater command (11th), pure 
  strain (13th), greater age resistance (15th; Ultimate Magic 205), 
  prediction of failure (17th; Ultimate Magic 232), overwhelming 
  presence (19th; Ultimate Magic 230).
  Bonus Feats: Diehard, Endurance, Heroic Defiance 
  (Advanced Player’s Guide 162), Heroic Recovery (Advanced 
  Player’s Guide 162), Improved Initiative, Lingering Spell 
  (Advanced Player’s Guide 164), Magical Aptitude, Persuasive.
  Bloodline Arcana: Whenever you cast a harmful spell, 
  you gain a bonus equal to the spell’s level on Intimidate 
  checks made against any creature adversely effected 
  by that spell until the end of your next turn. Adversely 
  effected typically means damage, but it can also mean 
  debilitating effects or conditions. 
  Bloodline Powers: You draw upon ancestors both 
  legendary and forgotten. 
  Student of Humanity (Ex): At 1st level, you gain Diplomacy, 
  Knowledge (history), Knowledge (local), Knowledge 
  (nobility), and Linguistics as class skills. In addition, when 
  using these skills to learn, study, or gather information 
  about humans, you add an insight bonus equal to your 
  Charisma bonus on such checks.
  Heroic Echo (Su): At 3rd level, when you receive a morale 
  bonus from any spell, spell-like ability, or magic item, 
  including those you cast on yourself, that bonus increases 
  by +1. At 9th level, this ability also applies to competence 
  bonuses. If you receive a morale effect (or a competence 
  effect at 9th level) that affects an area or multiple targets, 
  as an immediate action you can share your increased 
  bonus with all other recipients. This increase to other 
  participants lasts a number of rounds equal to your 
  Charisma bonus. You can use this ability once per day, 
  plus one time per three levels after 3rd.
  Take Your Best Shot (Su): At 9th level, if you are targeted by 
  a harmful spell, spell-like ability, or supernatural ability 
  and suffer no harm from it, whether because of a successful 
  saving throw, spell resistance, the attack missing, or some 
  other protection, as an immediate action you can make an 
  Intimidate check to demoralize the creature that produced 
  the effect, but only if the creature that used the harmful 
  effect is within 30 feet and can clearly see and hear you. 
  At 13th level, you can use this ability after succeeding at 
  a saving throw to reduce the effects of an attack (if no save 
  is allowed, you cannot use this ability).
  Heroic Legends (Su): At 15th level, you may inspire 
  greatness or inspire heroics as a bard of your sorcerer 
  level by sacrificing a spell slot as a swift or move 
  action. The effect lasts a number of rounds equal to 
  the sacrificed spell’s level; this duration is doubled for 
  human recipients. 
  Immortal Legend (Ex): At 20th level, you cease aging; no 
  longer need to eat, drink, or sleep; and gain immunity to 
  death effects and energy drain. 
  7575
  Core Races
  Core Races 1
  
  Wanderer (Monk)
  Some monks wander the world in humility to learn and 
  to share wisdom and philosophy from their teachers with 
  those they meet, often aiding those who are in need. A 
  wanderer has the following class features.
  Class Skills: The wanderer adds Diplomacy, Knowledge 
  (geography), Knowledge (local), Linguistics, and Survival 
  to his list of class skills. 
  Far Traveler (Ex): At 1st level, the wanderer gains 
  either one additional language known or proficiency in 
  one exotic or martial weapon. At 4th level and every four 
  levels thereafter, the wanderer may gain an additional 
  language known or may retrain her weapon proficiency 
  from this ability to a different exotic or martial weapon. 
  This ability replaces the bonus feat gained at 1st level. 
  Long Walk (Ex): At 3rd level, the wanderer gains 
  Endurance as a bonus feat, and the feat bonus doubles 
  when he makes Constitution checks because of a forced 
  march. In addition, a wanderer gains a +2 bonus on saving 
  throws against  spells and effects that cause exhaustion 
  and fatigue. This ability replaces still mind.
  Light Step (Su): At 5th level, a wanderer leaves no trail 
  and cannot be tracked, though he can leave a trail if desired. 
  By spending 1 point from his ki pool, he can use ant haul 
  (Advanced Player’s Guide 202), feather step (Advanced Player’s 
  Guide 221), longstrider, pass without trace, or tireless pursuit 
  (Advanced Player’s Guide 249) as a spell-like ability (with a 
  caster level equal to his monk level). This ability replaces 
  slow fall.
  Inscrutable (Su): At 5th level, the wanderer gains a 
  supernatural air of mystery. The DC to gain information 
  or insight into the wanderer with Diplomacy, Knowledge 
  skills, or Sense Motive increases by 5. In addition, by 
  spending 1 point from his ki pool, the wanderer gains 
  nondetection for 24 hours with a caster level equal to his 
  monk level. This ability replaces high jump.
  Wanderer’s Wisdom (Ex): At 7th level, the wanderer can 
  dispense excellent advice in the form of philosophical 
  proverbs and parables. As a swift action, the wanderer can 
  inspire courage or inspire competence as a bard of his 
  monk level by spending 2 points from his ki pool. This 
  affects one creature within 30 feet and lasts a number 
  of rounds equal to the wanderer’s Wisdom modifier 
  (minimum 1 round). This ability is language-dependent. 
  This ability replaces wholeness of body.
  Disappear Unnoticed (Ex): At 12th level, the wanderer 
  may use Stealth to hide even while being directly 
  observed or when no cover or concealment is available, as 
  long as he is adjacent to at least one creature of his size or 
  larger, by spending 1 point from his ki pool. This effect 
  lasts until the beginning of the wanderer’s next turn and 
  may be continued in consecutive rounds by spending 1 
  ki point each round. This ability replaces abundant step. 
  Free Step (Su): At 13th level, the wanderer gains 
  continuous freedom of movement as a continuous spell-like 
  ability. This ability replaces diamond soul. 
  NEW RACIAL RULES
  The following options are available to humans. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Human Equipment
  Humans have access to the following equipment.
  Training Harness: This specialized gear must be 
  tailored to a specific type of animal, using Table 6–8 on 
  page 153 of the Core Rulebook. A training harness provides 
  a +2 bonus on Handle Animal checks made with an 
  animal wearing it. 
  Whip, Training: This short lash has a reach of only 
  10 feet, but is otherwise identical to a normal whip (Core 
  Rulebook 149). The wielder gains a +2 circumstance bonus 
  on Handle Animal checks to push a trained animal and 
  on Intimidate checks made to demoralize any animal 
  as long as the animal is within the whip’s reach. When 
  using the whip to demoralize a trained animal, the 
  wielder may choose to fascinate the animal rather than 
  causing it to become shaken for the same duration as the 
  shaken condition, but the fascinate effect ends if line 
  of sight between the wielder and the animal is broken.
  Human Equipment
  Item 
  Cost 
  Weight
  Training harness 
  10 gp 
  10 lbs.
  Whip, training 
  5 gp 
  2 lbs.
  Human Feats
  Humans have access to the following feats. 
  Bestow Luck
  You are extremely lucky and sometimes your allies are 
  as well. 
  Prerequisites: Defiant Luck, Inexplicable Luck, human.
  Benefit: You gain an extra use per day of your Defiant 
  Luck ability. You can also use your Inexplicable Luck 
  ability to grant an ally that can see and hear its benefit as 
  an immediate action.
  Critical Versatility (Combat)
  An open mind and combat training grant versatility to 
  your critical hits. 
  Prerequisites: Fighter level 11th, human. 
  Benefit: Once per day, you can spend 1 hour practicing 
  maneuvers to gain one single critical feat that you meet the 
  prerequisites for. You gain the benefits of the chosen critical 
  feat until you choose to practice a different critical feat.
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  Dauntless Destiny
  Your ability to avert disaster is impressive. 
  Prerequisites: Cha 13, Fearless Curiosity, Intimidate 10 
  ranks, human. 
  Benefit: You gain a +1 bonus on saving throws 
  against effects with the emotion descriptor; this bonus 
  stacks with those granted by Fearless Curiosity and 
  Intimidating Confidence. In addition, once per day you 
  may reroll a natural 1 on a saving throw or an attack 
  roll. If your reroll results in a successful saving throw or 
  attack roll, as a free action you can make an Intimidate 
  check to demoralize the target of your attack or the 
  creature that forced you to make a saving throw, as long 
  as the creature is within 30 feet and can see and hear you. 
  This effect does not apply on saving throws against traps 
  or other objects. This does not stack with other effects 
  that allow you to reroll a saving throw or an attack roll. 
  You may only make one reroll. 
  Defiant Luck
  You can sometimes defiantly shrug off spells and attacks 
  that would kill a lesser creature. 
  Prerequisite: Human. 
  Benefit: Once per day, after you roll a natural 1 on a 
  saving throw or a critical hit is confirmed against you, 
  you can either reroll that saving throw, or force the 
  creature that confirmed the critical hit against you to 
  reroll the critical confirmation roll. This does not stack 
  with other effects that allow you to reroll a saving throw 
  or an attack roll. You may only make one reroll.
  Special: If you are using the optional hero point system 
  (Advanced Player’s Guide 322–324), you can also spend 1 hero 
  point when a critical hit is confirmed against you to have 
  the opponent reroll the critical hit confirmation roll.
  Fast Learner
  You progress gain extra versatility. 
  Prerequisites: Int 13, human. 
  Benefit: When you gain a level in a favored class, 
  you gain both +1 hit point and +1 skill rank instead 
  of choosing either one or the other benefit or you can 
  choose an alternate class reward. 
  Fearless Curiosity
  Your desire to see and experience the world overrides 
  healthy caution. 
  Prerequisites: Cha 13, human. 
  Benefit: You gain a +1 bonus on saving throws against 
  effects with the emotion descriptor. In addition, for any 
  round in which you begin your turn affected by a fear effect, 
  you gain a new save at the beginning of your turn to reduce 
  the severity of the fear effect, from panicked to frightened, 
  frightened to shaken, and shaken to unaffected. 
  Heroic Will
  Your indomitable will breaks free from mental shackles. 
  Prerequisites: Iron Will, base Will save +4, human. 
  Benefit: Once per day as a standard action, you may 
  attempt a new saving throw against a harmful condition 
  requiring a Will save that is affecting you. If you are 
  dominated, controlled, or cannot take an action because 
  of the effect against which you are trying to make a new 
  saving throw, you can make this saving throw at the start 
  of the turn as no action, but on a success, your turn ends. 
  You cannot use this feat to remove instantaneous effects, 
  effects that do not require a Will save, or effects that do 
  not allow a saving throw. 
  Huntmaster
  You are an expert trainer of horses, hounds, falcons, or 
  hunting cats.
  Prerequisites: Handle Animal 1 rank; either the 
  animal companion, divine bond (mount), or mount class 
  feature; human. 
  Benefit: If you have the animal companion class 
  feature, pick one of the following types of animal 
  companions that this feat affects: bird, dog, small cat, or 
  horse. If you have the divine bond (mount) or mount class 
  feature, this feat always affects horses. 
  You gain a +2 bonus on Handle Animal and Knowledge 
  (nature) checks with creatures of that type of animal. 
  Furthermore, you are treated as one level higher when 
  determining the abilities of your animal companion or 
  mount, as long as it is of the chosen type.
  Improved Improvisation
  You are masterful in your improvisation. 
  Prerequisites: Int 13, Fast Learner, Improvisation, human.
  Benefit: Your nonproficiency penalty with weapons, 
  armor, and shields is halved. In addition, the bonus on 
  all skill checks for skills you have no ranks in increases 
  to +4 instead of +2.
  Improvisation
  You can figure out how to do almost anything.
  Prerequisites: Int 13, Fast Learner, human.
  Benefit: You gain a +2 bonus on all skill checks for 
  skills you have no ranks in. Furthermore, you can use all 
  trained skills untrained.
  Inexplicable Luck
  Others are often dumfounded by your luck. 
  Prerequisites: Defiant Luck, human. 
  Benefit: Once per day, as a free action before a roll is 
  made, you gain a +8 bonus on any single d20 roll. You can 
  also use this ability after the roll is made, but if you do, 
  this bonus is reduced to +4.  
  7777
  Core Races
  Core Races 1
  
  Intimidating Confidence
  You have boundless faith in your success. 
  Prerequisites: Cha 13, Fearless Curiosity, Intimidate 5 
  ranks, human.
  Benefit: You gain a +1 bonus on saving throws against 
  effects with the emotion descriptor; this bonus stacks with 
  the bonus granted by Fearless Curiosity. When you confirm 
  a critical hit, as a free action you can make an Intimidate 
  check to demoralize one creature you threaten. If you have 
  the Dazzling Display feat, you can make Intimidate checks 
  to demoralize all creatures you threaten instead. You gain 
  a +2 bonus on this check if your weapon has a ×3 critical 
  modifier, or +4 if it has a ×4 critical modifier.
  Martial Mastery (Combat)
  You broaden your study of weapons to encompass 
  multiple similar weapons. 
  Prerequisites: Martial Versatility, fighter level 16th, 
  human.
  Benefit: Each combat feat you have that applies to a 
  specific weapon (e.g., Weapon Focus) can be used with all 
  weapons in the same weapon group (Ultimate Combat 45). 
  Martial Versatility (Combat)
  You further broaden your study of weapons to encompass 
  multiple similar weapons. 
  Prerequisites: Fighter level 4th, human.
  Benefit: Choose one combat feat you know that applies 
  to a specific weapon (e.g., Weapon Focus). You can use 
  that feat with any weapon within the same weapon group.
  Special: You may take this feat more than once. Each 
  time it applies to a different feat. 
  Surge of Success
  Your success drives your further actions.
  Prerequisite: Human. 
  Benefit: When you confirm a critical hit or roll a 
  natural 20 on a saving throw, you gain a +2 circumstance 
  bonus on a single attack roll, saving throw, skill check, or 
  ability check of your choice before the end of your next 
  turn. You must choose to use this bonus before you make 
  the attack roll, saving throw, skill check, or ability check.
  Human Magic Items
  Humans have access to the following magic items.
  BELT OF FORAGING
  Aura faint divination; CL 3rd
  Slot belt; Price 6,000 gp; Weight 1 lb. 
  DESCRIPTION
  This belt allows its wearer to easily forage while in the 
  wilderness. As long as the wearer of this belt has at least 1 rank 
  in Survival, he need not make a check to get along in the wild; 
  he always succeeds at that Survival check as long as he moves at 
  half his overland speed. He can still choose to make that check 
  to provide food and water for one other creature for every 2 
  points by which his result exceeds DC 10. Furthermore, he can 
  instead make a DC 20 Survival check to get along in the wild 
  while moving at full speed instead of half speed. While doing 
  so, he can provide food and water for one other creature for 
  every 2 points by which his check result exceeds 20. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, detect animals and plants, 
  creator must have at least 1 rank in Survival; Cost 3,000 gp
  CROWN OF CONQUEST
  Aura moderate enchantment; CL 7th
  Slot head; Price 24,600 gp; Weight 3 lbs.
  DESCRIPTION
  This crown of steel and gold projects an aura of menacing 
  power. The wearer gains a +4 competence bonus on Intimidate 
  checks, and whenever he confirms a critical hit, the crown 
  creates a prayer effect centered on the crown’s wearer (caster 
  level 5th). 
  If the wearer of the crown has the Leadership feat, he gains a 
  +1 bonus to his Leadership score and any follower or cohort of 
  the wearer gains a +1 bonus on attack rolls and saving throws 
  against fear effects while within line of sight of the wearer.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bless, eagle’s splendor, 
  prayer; Cost 12,300 gp
  CROWN OF SWORDS
  Aura faint evocation; CL 3rd
  Slot head; Price 6,000 gp; Weight 3 lbs.
  DESCRIPTION
  This radiant crown of steel is bedecked with miniature 
  mithral swords. A crown of swords can be used up to 10 times 
  per day. When struck in combat, the wearer may spend 
  one use as an immediate action to create a longsword-
  shaped spiritual weapon that then attacks her attacker. 
  On the wearer’s next turn, she may spend one additional 
  use each round to continue attacking that target with the 
  spiritual weapon; the spiritual weapon cannot be redirected 
  and disappears if the target is killed or moves out of range. 
  Multiple spiritual weapons may be created (even attacking the 
  same target) if the wearer is attacked in subsequent rounds. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, spiritual weapon; Cost 
  3,000 gp 
  ROD OF STEADFAST RESOLVE
  Aura moderate abjuration; CL 9th
  Slot none; Price 38,305 gp; Weight 5 lbs. 
  DESCRIPTION 
  This rod functions as a +2 light mace. It takes the form of a 
  7878
  
  light mace with a head in the shape of a clenched fist. While a 
  creature wields this rod, it grants all its allies within a 20-foot-
  radius burst a +2 morale bonus on saving throws against fear 
  and emotion effects, or a +4 morale bonus on such saves if the 
  ally has the human subtype. 
  Also, once per day as an immediate action, the wielder 
  can activate the rod to allow himself or a single ally within 
  the rod’s aura to reroll a failed saving throw against a spell 
  or effect with the fear or emotion descriptor. The affected 
  creature must take the result of the reroll, even if it is worse. 
  CONSTRUCTION
  Requirements Craft Rod, bless, calm emotion, the creator must 
  have the human subtype; Cost 19,305 gp
  Human Spells
  Humans have access to the following spells.
  BESTOW INSIGHT
  School enchantment (compulsion); Level bard 2, cleric 3, 
  inquisitor 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Component V, S
  Range touch
  Target one creature touched
  Duration 1 minute/level
  When casting this spell, choose a single skill that you have at 
  least one rank in. The target gains a +2 insight bonus on skill 
  checks with this skill and is considered trained in that skill. The 
  insight bonus increases by 1 for every four levels of the caster 
  (maximum +6). Furthermore, once before the spell’s duration, 
  the target can choose to roll two checks and take the greater 
  result. Doing so ends the spell’s other effects.
  BLACK MARK
  School necromancy [curse, fear]; Level druid 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (a flask of seawater)
  Range touch
  Target one creature
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You mark the target with a black marking on its skin; 
  the mark’s exact appearance determined by you, but 
  can be no larger than your hand. The black mark 
  functions as a mark of justice, and when the mark 
  is activated, the target becomes shaken anytime 
  it is on or in the water more than a 5 feet from 
  shore. In addition, as long as the black mark is 
  active, the target is affected as if subject 
  to nature’s exile (Advanced Player’s 
  Guide 233), but all creatures with 
  the aquatic or water subtype or 
  with a swim speed are made 
  hostile, even those not of the animal type, though non-
  aquatic animals are not. 
  OLD SALT’S CURSE
  School necromancy [curse]; Level druid 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (a flask of seawater)
  Range touch
  Target one creature
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  You inflict a curse of the roiling sea upon the target, making it 
  permanently sickened. Anytime the target is on or in the water 
  more than a mile from shore, it also becomes staggered with 
  seasickness. This curse cannot be dispelled, though remove 
  curse or break enchantment can negate it. 
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  Core Races
  Core Races 1
  
  Featured Races
  2
  
  Down!” Seoni yelled. In 
  her hand, a marble-
  sized ball of flame sprang into 
  being, roaring to consume 
  her whole fist as she lifted it 
  high and—
  A rough arm shoved her back. 
  “Are you insane?” Alahazra 
  asked. “Do you really think 
  fire’s going to hurt an ifrit?”
  Before them, the flaming 
  warrior grinned, priceless 
  scrolls turning to ash as they 
  brushed against her glowing 
  legs. She raised her sword.
    “She’s just an overgrown 
  campfire,” Alahazra said. 
  She leveled her staff, its head 
  crackling with lightning. “And 
  what puts out fires better than 
  a thunderstorm?” 
  
  Featured Races
  While the seven core races are the primary focus of the 
  Pathfinder Roleplaying Game, they’re not the only ones 
  suitable to be played as characters. Other, even stranger races 
  help populate the world, and—with the GM’s permission—
  also work well as player character races, creating fun and 
  exciting new roleplaying opportunities. This chapter 
  details the most common of such races. From the nimble 
  catfolk to the fiery ifrits and scavenging, birdlike tengus, 
  these races have just as much motivation to be adventurers 
  as do elves, gnomes, and humans. And while they may not be 
  as common in the major population hubs of the Pathfinder 
  campaign setting, each of the races detailed in this chapter 
  presents its own unique background and abilities.
  While many of these races are considered civilized, some 
  are typically viewed as monsters, and may prove interesting 
  challenges for roleplaying and character interaction. 
  When playing drow, kobolds, orcs, or other such races, 
  it is often best for party dynamics to take on the roles of 
  characters who rebel against the norms of their races and 
  societies—creatures who do not agree with their often brutal 
  cultures, and instead wish to carve out a better existence for 
  themselves among other races. When playing these races, 
  even more so than for many other races, it is important to 
  work with your GM to determine character motivations and 
  backgrounds that work in the campaign. 
  This chapter provides details on the following races. 
  Aasimars: Creatures blessed with a celestial bloodline, 
  aasimars seem human except for some exotic quality that 
  betrays their otherworldly origin. While aasimars are 
  nearly always beautiful, something simultaneously a part 
  of and apart from humanity, not all of them are good, 
  though very few are evil.
  Catfolk: A race of graceful explorers, catfolk are 
  both clannish and curious by nature. They tend to get 
  along with races that treat them well and respect their 
  boundaries. They love exploration, both physical and 
  intellectual, and tend to be natural adventurers.
  Dhampirs: The accursed spawn of vampires, dhampirs 
  are living creatures tainted with the curse of undeath, 
  which causes them to take damage from positive energy 
  and gain healing from negative energy. While many 
  members of this race embrace their dark sides, others are 
  powerfully driven to rebel against their taint and hunt 
  down and destroy vampires and their ilk. 
  Drow: Dark reflections of surface elves, drow are shadowy 
  hunters who strive to snuff out the world’s light. Drow are 
  powerful magical creatures who typically serve demons, 
  and only their chaotic nature stops them from becoming 
  an even greater menace. A select few forsake their race’s 
  depraved and nihilistic society to walk a heroic path. 
  Fetchlings: Long ago, fetchlings were humans exiled to 
  the Shadow Plane, but that plane’s persistent umbra has 
  transformed them into a race apart. These creatures have 
  developed an ability to meld into the shadows and have a 
  natural affinity for shadow magic. Fetchlings—who call 
  themselves kayal—often serve as emissaries between the 
  inhabitants of the Shadow Plane and the Material Plane. 
  Goblins: Crazy pyromaniacs with a tendency to commit 
  unspeakable violence, goblins are the smallest of the 
  goblinoid races. While they are a fun-loving race, their 
  humor is often cruel and hurtful. Adventuring goblins 
  constantly wrestle with their darkly mischievous side in 
  order to get along with others. Few are truly successful.  
  Hobgoblins: These creatures are the most disciplined 
  and militaristic of the goblinoid races. Tall, tough as 
  nails, and strongly built, hobgoblins would be a boon to 
  any adventuring group, were it not for the fact that they 
  tend to be cruel and malicious, and often keep slaves. 
  Ifrits: Ifrits are a race descended from mortals and 
  the strange inhabitants of the Plane of Fire. Their 
  physical traits and personalities often betray their fiery 
  origins, and they tend to be restless, independent, and 
  imperious. Frequently driven from cities for their ability 
  to manipulate flame, ifrits make powerful fire sorcerers 
  and warriors who can wield flame like no other race. 
  Kobolds: Considering themselves the scions of 
  dragons, kobolds have diminutive statures but massive 
  egos. A select few can take on more draconic traits 
  than their kin, and many are powerful sorcerers, canny 
  alchemists, and cunning rogues. 
  Orcs: Savage, brutish, and hard to kill, orcs are often 
  the scourge of far-flung wildernesses and cavern deeps. 
  Many orcs become fearsome barbarians, as they are 
  muscular and prone to bloody rages. Those few who can 
  control their bloodlust make excellent adventurers.  
  Oreads: Creatures of human ancestry mixed with the 
  blood of creatures from the Plane of Earth, oreads are as 
  strong and solid as stone. Often stubborn and steadfast, 
  their unyielding nature makes it hard for them to get 
  along with most races other than dwarves. Oreads make 
  excellent warriors and sorcerers who can manipulate the 
  raw power of stone and earth. 
  Ratfolk: These small, ratlike humanoids are clannish 
  and nomadic masters of trade. Often tinkers and traders, 
  they are more concerned with accumulating interesting 
  trinkets than amassing wealth. Ratfolk often adventure 
  to find new and interesting curiosities rather than coin. 
  Sylphs: Ethereal folk of elemental air, sylphs are the 
  result of human blood mixed with that of airy elemental 
  folk. Like ifrits, oreads, and undines, they can become 
  powerful elemental sorcerers with command over their 
  particular elemental dominion. They tend to be beautiful 
  and lithe, and have a knack for eavesdropping. 
  8282
  
  Tengus: These crowlike humanoid scavengers excel in 
  mimicry and swordplay. Flocking into densely populated 
  cities, tengus occasionally join adventuring groups out 
  of curiosity or necessity. Their impulsive nature and 
  strange habits can often be unnerving to those who are 
  not used to them.
  Tieflings: Diverse and often despised by humanoid 
  society, tieflings are mortals stained with the blood of 
  fiends. Other races rarely trust them, and this lack of 
  empathy usually causes tieflings to embrace the evil, 
  depravity, and rage that seethe within their corrupt 
  blood. A select few see the struggle to smother such dark 
  desires as motivation for grand heroism.
  Undines: Like their cousins, the ifrits, oreads, and 
  sylphs, undines are humans touched by planar elements. 
  They are the scions of elemental water, equally graceful 
  both on land and in water. Undines are adaptable and 
  resistant to cold, and have an affinity for water magic.
  GENERAL DESCRIPTION
  Each race’s entry begins with a general description of the 
  race followed by specific entries for the race’s physical 
  description, society, relations with other races, alignment 
  and religion, and common motivations for adventuring 
  members of the race.
  RACIAL TRAITS
  Each race’s entry features a sidebar listing the race’s 
  standard racial traits. This information includes the 
  race’s type, size, vision, and base speed, as well as a 
  number of other traits common to most members of 
  the race. With your GM’s permission, you will also have 
  the option to exchange these standard racial traits for a 
  number of alternate racial traits, the rules for which are 
  provided in the section below.
  ALTERNATE RACIAL TRAITS
  Members of each race can swap standard racial traits 
  for the alternative racial traits listed in this section. 
  Each alternate racial trait lists which standard trait it 
  replaces. The full rules for swapping traits can be found 
  in Chapter 1: Core Races. 
  FAVORED CLASS OPTIONS
  Each race can take the listed favored class options instead 
  of the normal favored class rewards (either +1 hp or +1 
  skill rank). The full rules for favored class options can be 
  found in Chapter 1: Core Races. 
  RACIAL ARCHETYPES 
  This section presents two archetypes for each of the 
  expanded races, with the exception of the kobold entry, 
  where both an archetype and a sorcerer bloodline are 
  presented. Typically, only members of the section’s race 
  can take the listed archetype or bloodline, though such 
  options rarely interact with the racial traits or alternate 
  racial traits of that race. An archetype usually features a 
  thematic link to the race, granting it class features that 
  complement the abilities and the background of the race. 
  Because adventurers are often societal outliers, sometimes 
  these archetypes feature a theme that is the exception to the 
  norm for racial tendencies. The class for each archetype or 
  bloodline is listed in parentheses.
  Aasimars: Purifier (oracle), tranquil guardian (paladin) 
  Catfolk: Cat burglar (rogue), nimble guardian (monk)
  Dhampirs: Cruoromancer (wizard), kinslayer (inquisitor) 
  Drow: Cavern sniper (fighter), demonic apostle (cleric)
  Fetchlings: Dusk stalker (ranger), shadow caller 
  (summoner) 
  Goblins: Feral gnasher (barbarian), fire bomber (alchemist)  
  Hobgoblins: Fell rider (cavalier), ironskin monk (monk)
  Ifrits: Immolator (inquisitor), wishcrafter (sorcerer)
  Kobolds: Bushwhacker (gunslinger), kobold sorcerer 
  (sorcerer bloodline) 
  Orcs: Dirty fighter (fighter), scarred witch doctor 
  (witch) 
  Oreads: Shaitan binder (summoner), student of stone 
  (monk) 
  Ratfolk: Gulch gunner (gunslinger), plague bringer 
  (alchemist)
  Sylphs: Sky druid (druid), wind listener (wizard)
  Tengus: Shigenjo (oracle), swordmaster (rogue)
  Tieflings: Fiend flayer (magus), fiendish vessel (cleric) 
  Undines: Undine adept (druid), watersinger (bard) 
  NEW RACIAL RULES
  The final section of each race’s entry provides new rules 
  options for the race beyond archetypes, detailed in the 
  following four categories.
  Equipment: The equipment section for each race 
  provides new rules for standard and alchemical 
  equipment available to the race.
  Feats: This section provides a host of new racial feats 
  for members of this race. All of these feats have a race 
  listed in their prerequisites, so members of other races 
  cannot take them.
  Magic Items: Magic items provided in this section are 
  often created and used exclusively by members of the 
  race. Some have effects that interact with racial traits, but 
  others have broader uses, and can be used by members of 
  other races.
  Spells: The spells in this section are common to 
  spellcasting members of this race. Sometimes they only 
  target members of the race, but often they are just the 
  race’s well-guarded secrets; members of other races can 
  learn to cast them with the GM’s permission.
  8383
  Featured Races
  Featured Races 2
  
  Aasimars
  Aasimars are humans with a significant amount of 
  celestial or other good outsider blood in their ancestry. 
  While not always benevolent, aasimars are more inclined 
  toward acts of kindness rather than evil, and they gravitate 
  toward faiths or organizations associated with celestials. 
  Aasimar heritage can lie dormant for generations, only 
  to appear suddenly in the child of two apparently human 
  parents. Most societies interpret aasimar births as good 
  omens, though it must be acknowledged that some 
  aasimars take advantage of the reputation of their kind, 
  brutally subverting the expectations of others with acts of 
  terrifying cruelty or abject venality. “It’s always the one you 
  least suspect” is the axiom these evil aasimars live by, and 
  they often lead double lives as upstanding citizens or false 
  heroes, keeping their corruption well hidden. Thankfully, 
  these few are the exception and not the rule.
  Physical Description: Aasimars look mostly human 
  except for some minor physical trait that reveals their 
  unusual heritage. Typical aasimar features include hair 
  that shines like metal, jewel-toned eyes, lustrous skin 
  color, or even glowing, golden halos.
  Society: Aasimars cannot truly be said to have an 
  independent society of their own. As an offshoot of humanity, 
  they adopt the societal norms around them, though most 
  find themselves drawn to those elements of society that 
  work for the redress of injustice and the assuagement of 
  suffering. This sometimes puts them on the wrong side 
  of the law in more tyrannical societies, but aasimars can 
  be careful and cunning when necessary, able to put on a 
  dissembling guise to divert the attention of oppressors 
  elsewhere. While corrupt aasimars may be loners or may 
  establish secret societies to conceal their involvement in 
  crime, righteous aasimars are often found congregating in 
  numbers as part of good-aligned organizations, especially 
  (though not always) churches and religious orders. 
  Relations: Aasimars are most common and most 
  comfortable in human communities. This is especially 
  true of those whose lineage is more distant and who bear 
  only faint marks of their heavenly ancestry. It is unclear 
  why the touch of the celestial is felt so much more strongly 
  in humanity than other races, though it may be that 
  humanity’s inherent adaptability and affinity for change 
  is responsible for the evolution of aasimars as a distinct 
  race. Perhaps the endemic racial traits of other races are 
  too deeply bred, too strongly present, and too resistant 
  to change. Whatever dalliances other races may have had 
  with the denizens of the upper planes, the progeny of such 
  couplings are vanishingly rare and have never bred true. 
  However, even if they generally tend toward human 
  societies, aasimars can become comfortable in virtually 
  any environment. They have an easy social grace and are 
  disarmingly personable. They get on well with half-elves, 
  who share a similar not-quite-human marginal status, 
  though their relations are often less cordial with half-
  orcs, who have no patience for aasimars’ overly pretty 
  words and faces. Elven courtiers sometimes dismiss 
  aasimars as unsophisticated, and criticize them for 
  relying on natural charm to overcome faux pas. Perhaps 
  of all the known races, gnomes find aasimars most 
  fascinating, and have an intense appreciation for their 
  varied appearances as well as the mystique surrounding 
  their celestial heritage. 
  Alignment and Religion: Aasimars are most often of 
  good alignment, though this isn’t necessarily universal, 
  and aasimars that have turned their back on righteousness 
  may fall into an unfathomable abyss of depravity. For the 
  most part, however, aasimars favor deities of honor, valor, 
  protection, healing, and refuge, or simple and prosaic faiths 
  of home, community, and family. Some also follow the paths 
  of art, music, and lore, finding truth and wisdom in beauty 
  and learning.
  Adventurers: Aasimars frequently become adventurers, as 
  they often do not quite feel at home in human society and feel 
  the pull of some greater destiny. Clerics, oracles, and paladins 
  are most plentiful in their ranks, though bards, sorcerers, 
  and summoners are not uncommon among those with a 
  fondness for arcane magic. Aasimar barbarians are rare, but 
  when born into such tribes they often rise to leadership and 
  encourage their clans to embrace celestial totems.
  Male Names: Aritian, Beltin, Cernan, Cronwier, Eran, 
  Ilamin, Maudril, Okrin, Parant, Tural, Wyran, Zaigan.
  Female Names: Arken, Arsinoe, Davina, Drinma, Imesah, 
  Masozi, Nijena, Niramour, Ondrea, Rhialla, Valtyra.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing aasimar racial traits. Consult your GM before 
  selecting any of these new options.
  Celestial Crusader: Some aasimars follow their destiny to 
  war against the powers of ultimate evil. These individuals 
  gain a +1 insight bonus on attack rolls and to AC against 
  evil outsiders and a +2 racial bonus on Knowledge (planes) 
  and Spellcraft checks to identify evil outsiders or items 
  or effects created by evil outsiders; they may use these 
  skills untrained for this purpose. This racial trait replaces 
  celestial resistance and skilled.
  Deathless Spirit: Particularly strong-willed aasimars 
  possess celestial spirits capable of resisting the powers 
  of death. They gain resistance 5 against negative 
  energy damage. They do not lose hit points when they 
  gain a negative level, and they gain a +2 racial bonus 
  on saving throws against death effects, energy drain, 
  negative energy, and spells or spell-like abilities of the 
  8484
  
  necromancy school. This racial trait replaces celestial 
  resistance.
  Exalted Resistance: An aasimar with this racial trait 
  gains spell resistance equal to 5 + her level against spells 
  and spell-like abilities with the evil descriptor, as well as 
  any spells and spell-like abilities cast by evil outsiders. This 
  racial trait replaces celestial resistance.
  Halo: Some aasimars possess the ability to manifest 
  halos. An aasimar with this racial trait can create light 
  centered on her head at will as a spell-like ability. When 
  using her halo, she gains a +2 circumstance bonus on 
  Intimidate checks against evil creatures and on saving 
  throws against becoming blinded or dazzled. This racial 
  trait replaces the darkvision racial trait.
  Heavenborn: Born in the celestial realms, aasimars 
  with this racial trait gain a +2 bonus on Knowledge 
  (planes) checks and they cast spells with the good or light 
  descriptor at +1 caster level. This racial trait replaces the 
  skilled and spell-like ability racial traits.
  Immortal Spark: Aasimars with this racial trait defy 
  the powers of death. They gain a +2 bonus on Knowledge 
  (history) checks and saving throws against death effects and 
  can use lesser age resistance (Pathfinder RPG Ultimate Magic 
  205) once per day as a spell-like ability. This racial trait 
  replaces the skilled and spell-like ability racial traits.
  Incorruptible: Occasionally, aasimars arise with the 
  ability to further ward away evil. Aasimars with this 
  racial trait can cast corruption resistance (Pathfinder RPG 
  Advanced Player’s Guide 212) against evil once per day as a 
  spell-like ability. If an aasimar uses this ability on herself, 
  the duration increases to 1 hour per level. This racial trait 
  replaces the spell-like ability racial trait.
  Scion of Humanity: Some aasimars’ heavenly ancestry 
  is extremely distant. An aasimar with this racial 
  trait counts as an outsider (native) and a humanoid 
  (human) for any effect related to race, including feat 
  prerequisites and spells that affect humanoids. She can 
  pass for human without using the Disguise skill. This 
  racial trait replaces the Celestial language and alters the 
  native subtype.
  Truespeaker: There are some aasimars whose language 
  transcends all boundaries. They gain a +2 bonus on 
  Linguistics and Sense Motive checks, and they learn two 
  languages each time they gain a rank in Linguistics. This 
  racial trait replaces skilled.
  FAVORED CLASS OPTIONS
  The following options are available to all aasimars who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Bard: Choose one bardic performance; treat the bard 
  as +1/2 level higher when determining the effects of  
  that performance.
  Cavalier: Add +1/4 to the cavalier’s bonus on damage 
  against targets of his challenge.
  Cleric: Add +1/2 to damage 
  when using positive energy 
  against undead or using 
  Alignment 
  Channel 
  to 
  damage evil outsiders. 
  Inquisitor: Add +1/2 on 
  Intimidate, Knowledge, and 
  Sense Motive checks made 
  against outsiders. 
  Oracle: Add +1/2 to the 
  oracle’s level for the purpose 
  of determining the effects of  
  one revelation.
  Paladin: Add +1/6 to the 
  morale 
  bonus 
  on 
  saving 
  throws 
  provided 
  by 
  the  
  paladin’s auras.
  Sorcerer: Add +1/4 to the 
  sorcerer’s caster level when 
  casting spells with the 
  good descriptor.
  Aasimar Racial Traits
  +2 Wisdom, +2 Charisma: Aasimars are insightful, confident, and personable.
  Native Outsider: Aasimars are outsiders with the native subtype.
  Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Aasimars have a base speed of 30 feet.
  Darkvision: Aasimars can see in the dark up to 60 feet.
  Skilled: Aasimars have a +2 racial bonus on Diplomacy and Perception checks.
  Spell-Like Ability: Aasimars can use daylight once per day as a spell-like ability (caster level equal to 
  the aasimar’s class level).
  Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
  Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence 
  scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, 
  and Sylvan.
  8585
  Featured Races
  Featured Races 2
  
  Summoner: Add DR 1/evil to the summoner’s eidolon. 
  Each additional time the summoner selects this benefit, 
  the DR/evil increases by +1/2 (maximum DR 10/evil).
  RACIAL ARCHETYPES
  The following racial archetypes are available to aasimars. 
  Purifier (Oracle)
  The purifier seeks out signs of possession or mind 
  control that manifest from unwilling (and often 
  unwitting) servants for fiendish corruptors and their 
  mortal minions. A purifier seeks liberation of mind, 
  body, and spirit from the bondage of sin and the taint of 
  the unholy. A purifier gains the following class features. 
  Recommended Mysteries: ancestor, battle, heavens, 
  lore.
  Bonus Spells: veil of heaven (2nd), confess (Advanced 
  Player’s Guide 212; 4th), cast out (Advanced Player’s Guide 
  210; 6th), denounce (Advanced Player’s Guide 215; 8th), dispel 
  evil (10th), banishment (12th), holy word (14th), mind blank 
  (16th), freedom (18th).
  Diminished Spellcasting: A purifier can use one fewer 
  spell per day of each level and does not automatically 
  learn cure or inflict spells. Her number of oracle spells 
  known is unchanged.
  Revelations: A purifier must take the following 
  revelations at the listed levels.
  See Sin (Sp): At 3rd level, a purifier gains a bonus equal 
  to 1/2 her oracle level on Sense Motive checks to sense 
  enchantments, which she can make as a full-round action. 
  She also gains a bonus equal to 1/2 her oracle level on 
  Spellcraft checks to identify enchantment school spells 
  and spells with the curse or emotion descriptor (see page 
  251 of Ultimate Magic for spells in the Pathfinder RPG Core 
  Rulebook and Advanced Player’s Guide that have the curse or 
  emotion descriptor). 
  Celestial Armor (Su): At 7th level, a purifier’s armor 
  takes on a golden or silvery sheen and becomes light as 
  a feather. Her armor weighs half as much as long as she 
  wears it, and she also gains armor training as a fighter 4 
  levels lower than her oracle level. At 11th level, a purifier 
  gains heavy armor proficiency.
  Sin Eater (Su): At 11th level, a purifier can consume a 
  curse, enchantment, or emotion effect by touch as a full-
  round action. She can do this a number of times per 
  day equal to her Charisma modifier, and must make a 
  Charisma check with a bonus equal to her oracle level 
  against a DC of 11 + the caster level of the effect (or the Hit 
  Dice of the creator for a supernatural effect). If the check 
  succeeds, the effect is negated; however, the purifier is 
  sickened for 1d4 rounds. 
  If the target is possessed (such as by a magic jar effect or 
  a ghost’s malevolence ability), the possessor is forced out 
  on a successful check. Whether the check succeeds or fails, 
  the possessor is sickened for 2d4 rounds.
  Sacred Scourge (Su): At 5th level, a purifier may 
  channel holy power to harm evil outsiders as a cleric of 
  her level using the Alignment Channel feat. She may use 
  this ability a number of times per day equal to 1 + her 
  Charisma modifier.
  Holy Terror (Su): At 9th level, a purifier may use her 
  sacred scourge to panic evil outsiders as if using the Turn 
  Undead feat against undead.
  Celestial Master (Su): At 13th level, a purifier may use 
  her sacred scourge to compel good outsiders to serve her, 
  as if using the Command Undead feat against undead. 
  Tranquil Guardian (Paladin)
  A tranquil guardian is a missionary of peace and 
  tranquility, a soothing voice of succor in a violent and 
  dangerous world. A tranquil guardian gains the following 
  class features. 
  Touch of Serenity (Su): At 1st level, a tranquil guardian 
  gains Touch of Serenity (Advanced Player’s Guide 172) as a 
  bonus feat, even if she does not meet the prerequisites. 
  At 6th level, and every six levels thereafter, the duration 
  of a tranquil guardian’s Touch of Serenity increases by 
  1 round. Each round on its turn, the target may attempt 
  a new Will save to end the effect. The duration does not 
  stack; only the longest remaining duration applies. This 
  ability replaces smite evil.
  Serene Strike (Su): At 3rd level, when a tranquil guardian 
  confirms a critical hit, she may convert all damage from 
  her attack to nonlethal damage, and when she does, she 
  can activate Touch of Serenity through her weapon or 
  unarmed strike. Using serene strike is a free action. This 
  ability replaces aura of courage.
  Divine Bond (Su): A tranquil guardian who chooses a 
  weapon as her divine bond may only increase her weapon’s 
  enhancement bonus or add the following properties 
  to her weapon: conductive (Advanced Player’s Guide 286), 
  defending, disruptive, grayflame (Advanced Player’s Guide 
  288), or merciful. 
  Aura of Calm (Su): At 8th level, a tranquil guardian is 
  immune to all spells and spell-like abilities with the 
  emotion descriptor, as well as all fear effects. Each ally 
  within 10 feet of her gains a +4 morale bonus on saving 
  throws against these effects. 
  This ability functions only while the tranquil guardian 
  is conscious, not if she is unconscious or dead. This ability 
  replaces aura of resolve.
  Waves of Peace (Su): At 11th level, a tranquil guardian 
  may expend 2 uses of her Touch of Serenity to affect each 
  opponent within 5 feet of her with that effect. She does not 
  need to touch the creature for the effect to take hold. This 
  ability replaces aura of justice.
  8686
  
  Apostle of Peace (Su): At 20th level, a tranquil guardian’s 
  DR increases to 10/evil, and whenever she channels 
  positive energy or uses lay on hands to heal, she heals the 
  maximum possible amount. In addition, any creature 
  struck by her Touch of Serenity, even if it saves, must make 
  an additional Will save (DC 10 + 1/2 her tranquil guardian 
  level + her Charisma modifier) the next time it tries to 
  attack. If it fails this save, the attack (including spells or 
  special abilities) automatically fails. This ability replaces 
  holy champion. 
  NEW RACIAL RULES
  The following options are available to aasimars. At the 
  GM’s discretion, other appropriate races may make use of 
  some of these new rules.
  Aasimar Equipment 
  Aasimars have access to the following equipment. 
  Ambrosia: Upon consumption, this heavenly elixir, 
  brewed from holy water and blessed herbs, grants a +2 
  sacred bonus on saving throws against negative energy, 
  energy drain, and death effects for 1 hour, including saves 
  to remove negative levels. Ambrosia affects undead and 
  evil outsiders as holy water.
  Anointing Oil: This sacred oil, infused with aromatic 
  spices and distilled holy water, may be applied to a 
  creature while casting a harmless divine spell with 
  a range of touch, increasing the casting time to a full-
  round action but also increasing the caster’s effective 
  caster level by +1 for that spell.
  Celestial Censer: This blessed thurible holds up to 10 
  pieces of incense, and burns at a rate of 1 stick per hour. 
  If a smokestick is added to the incense in the censer while 
  it burns, creatures with the evil subtype are dazzled for as 
  long as they remain within the area of the resulting smoke.
  Celestial Lamp: This polished lantern contains a 
  continual flame and sheds light as a common lamp. If its 
  font of consecrated crystal and metalwork is filled with holy 
  water, the lamp’s light is sanctified for 24 hours, adding a +1 
  bonus to the save DC of channeled positive energy or energy 
  channeled to harm evil outsiders within a 30-foot radius.
  Incense: This aromatic resin, imbued with fragrant 
  oils, is often formed into sticks, cones, or balls and burned 
  in ceremonies or during meditation. A piece of incense 
  burns for 1 hour. 
  Aasimar Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Ambrosia (vial) 
  100 gp 
  1 lb. 
  25
  Anointing oil 
  25 gp 
  1 lb. 
  20
  Celestial censer 
  50 gp 
  3 lbs. 
  —
  Celestial lamp 
  300 gp 
  2 lbs. 
  25
  Incense (10 sticks) 
  10 gp 
  1 lb. 
  —
  Aasimar Feats 
  Aasimars have access to the following feats.
  Angel Wings
  Feathered wings sprout from your back.
  Prerequisites: Angelic Blood, aasimar, character level 
  10th.
  Benefit: You gain a pair of gleaming feathered wings 
  that grant a fly speed of 30 feet (average maneuverability) 
  if wearing light armor or unencumbered, or 20 feet 
  (poor maneuverability) with a medium or heavy load or 
  medium or heavy armor. Fly is a class skill for you.
   
  8787
  Featured Races
  Featured Races 2
  
  Angelic Blood
  Your blood is infused with holy power. 
  Prerequisites: Con 13, aasimar.
  Benefit: You gain a +2 bonus on saving throws against 
  effects with the evil descriptor and on Constitution checks 
  to stabilize when you are reduced to negative hit points 
  (but not dead). Furthermore, each time you take bleed or 
  blood drain damage, each undead creature or creature 
  with the evil subtype that is currently adjacent to you also 
  takes 1 point of damage.
  Angelic Flesh
  Your skin shines like burnished metal.
  Prerequisites: Angelic Blood, aasimar.
  Benefit: You take a –2 penalty on Disguise and Stealth 
  checks but gain one of the following benefits, depending 
  on the metallic affinity of your flesh (choose one).
  Brazen: You gain fire resistance 5 and a +2 bonus on 
  saves against fire effects.
  Golden: You gain a +2 bonus on saves against blindness, 
  dazzling, patterns, and effects with the light descriptor. 
  When you cast spells or use spell-like abilities that are 
  from the illusion (pattern) subschool or have the light 
  descriptor, you do so at +1 caster level.
  Silver: You gain a +2 bonus on saves against paralysis, 
  petrification, and poison, and your unarmed strikes 
  or natural weapons count as silver for the purpose of 
  overcoming damage reduction. 
  Steel: You gain a +1 natural armor bonus to AC, and your 
  unarmed strikes or natural weapons count as cold iron 
  for the purpose of overcoming damage reduction.
  Celestial Servant
  Rather than being a normal animal or beast, your 
  companion or familiar hails from the heavenly realms. 
  Prerequisites: Aasimar, animal companion, familiar, 
  or mount class feature.  
  Benefit: Your animal companion, familiar, or mount 
  gains the celestial template and becomes a magical beast, 
  though you may still treat it as an animal when using 
  Handle Animal, wild empathy, or any other spells or 
  class abilities that specifically affect animals.
  Channel Force
  Your channel is bolstered by your faith, allowing you to 
  move and damage your foes. 
  Prerequisites: Aasimar, channel energy 2d6. 
  Benefit: When you channel energy to deal damage, you 
  may choose to affect only a single target within 30 feet. 
  In addition to dealing damage, if that single target fails 
  its saving throw, you may pull or push (Pathfinder RPG 
  Bestiary 303) the target up to 5 feet for every 2d6 points of 
  channel energy damage you are capable of dealing.
  Greater Channel Force
  Your eruptions of divine power move your enemies. 
  Prerequisites: Channel Force, Improved Channel Force, 
  aasimar, channel energy 6d6.
  Benefit: When using Improved Channel Force, you can 
  affect all creatures in a 30-foot-radius burst.
  Heavenly Radiance
  Your heavenly light can be used in a variety of ways. 
  Prerequisites: Aasimar, daylight spell-like ability, 
  sufficiently high level (see below).
  Benefit: You gain one additional use per day of daylight. 
  Choose one spell from the table below; by expending a use 
  of daylight, you may use this spell as a spell-like ability. 
  To select a spell, you must meet the minimum character 
  level for its listing in the table. The save DC for this spell 
  is Charisma-based.
   
  Minimum
  Spell-Like Ability 
  Character Level
  Flare burst (Advanced Player’s Guide 223) 
  1st
  Wake of light (Advanced Player’s Guide 254) 
  3rd
  Searing light 
  5th
  Wandering star motes  
  7th 
  (Advanced Player’s Guide 255)
  Sunbeam (one beam only)  
  9th
  Special: You may take this feat multiple times. Each 
  time you select it, you gain an additional use of daylight 
  and may select another spell from the table.
  Improved Channel Force
  You move your enemies within a beam of righteous energy. 
  Prerequisites: Channel Force, aasimar, channel energy 4d6.
  Benefit: When using Channel Force, you can affect all 
  creatures in a 60-foot line or a 30-foot cone-shaped burst. 
  You must choose to either push or pull all creatures within 
  the affected area that fail their saves. 
  Metallic Wings
  Your wing feathers are made of gleaming metal. 
  Prerequisites: Angelic Blood, Angelic Flesh, Angel 
  Wings, aasimar, character level 11th.
  Benefit: You gain two wing attacks. These are secondary 
  natural attacks that deal 1d4 points of slashing damage (or 
  1d3 if you are Small). 
  Aasimar Magic Items 
  Aasimars favor the following magic items.
  CELESTIAL SHIELD
  Aura moderate evocation [good]; CL 7th
  Slot shield; Price 13,170 gp; Weight 7 lbs.
  8888
  
  DESCRIPTION
  This bright silver or gold +2 blinding heavy steel shield is 
  impossibly light and handy despite its size. It has no armor 
  check penalty or arcane spell failure chance, and it allows the 
  wielder to use feather fall on himself once per day. A creature 
  wearing celestial armor while wielding a celestial shield may 
  command the armor to provide overland flight rather than fly 
  once per day.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, feather fall, 
  overland flight; Cost 6,670 gp
  ELYSIAN SHIELD
  Aura strong conjuration; CL 13th
  Slot shield; Price 52,620 gp; Weight 45 lbs.
  DESCRIPTION
  This +2 ghost touch tower shield is engraved with funerary runes 
  depicting the peaceful rest of the contented dead. The wielder 
  of an elysian shield is immune to the create spawn ability of 
  undead, and once per day as an immediate action can negate a 
  single energy drain, ability drain, or ability damage attack by an 
  undead creature. In addition, once per day as a standard action, 
  the wielder can release a wave of positive energy that panics 
  undead, as the Turn Undead feat (DC 20 Will negates).
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Turn Undead, 
  death ward, etherealness; Cost 26,390 gp
  HALO OF MENACE
  Aura moderate enchantment; CL 9th
  Slot head; Price 84,000 gp; Weight 1 lb.
  DESCRIPTION
  When placed over the head, this halo of shimmering 
  polished steel floats above it, though it still takes up the head 
  slot. The halo constantly radiates a 20-foot-radius aura from 
  its wearer. Any hostile creature within the aura must succeed 
  at a DC 20 Will save or take a –2 penalties on attack rolls, 
  saving throws, and AC for the next 24 hours or until it hits 
  the wearer with an attack or damages it with a spell, spell-
  like ability, or supernatural ability. Chaotic creatures take a 
  –2 penalty on this saving throw. A creature that has resisted 
  or broken the effect of the halo of menace cannot be affected 
  by the same wearer’s aura for 24 hours. The aura is a mind-
  affecting effect. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, order’s wrath, creator 
  must be an aasimar or an archon; Cost 42,000 gp
  Aasimar Spells 
  Aasimars have access to the following spells.
  SACRED SPACE
  School evocation [good]; Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, M (a vial of ambrosia)
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft.-radius emanation
  Duration 2 hours/level
  Saving Throw none; Spell Resistance no
  This spell sanctifies an area with heavenly power. The DC to 
  resist spells or spell-like abilities with the good descriptor 
  or channeled energy that damages evil outsiders (as when 
  using Alignment Channel) increases by +2. In addition, evil 
  outsiders take a –1 penalty on attack rolls, damage rolls, and 
  saving throws, and they cannot be called or summoned into 
  a sacred space. If the sacred space contains an altar, shrine, or 
  other permanent fixture dedicated to your deity, pantheon, 
  or good-aligned higher power, the modifiers given above 
  are doubled. You cannot cast sacred space in an area with a 
  permanent fixture dedicated to a deity other than yours.
  TRUESPEAK
  School divination; Level bard 4, cleric 6, sorcerer/wizard 5, 
  witch 5
  Casting Time 1 standard action
  Components V
  Range personal
  Target you
  Duration 1 minute/level
  You can communicate with any creature that is not mindless. 
  As long as you can be heard, your speech is understandable 
  to all creatures, each of which hears you as though you 
  were conversing in its language or other natural mode of 
  communication, and you hear their responses as though in 
  your own native language. You may ask questions and receive 
  answers, though this spell does not make creatures more friendly 
  or cooperative than normal, and non-sentient creatures may 
  give limited responses. While using truespeak, your language-
  dependent effects can affect any creature that is not mindless. 
  VEIL OF HEAVEN
  School abjuration [good]; Level paladin 1
  Casting Time 1 standard action
  Components V, S, DF
  Range personal or 5 ft.; see text
  Target you or all creatures within 5 ft.; see text
  Duration 10 minutes/level (D)
  Saving Throw Will half; Spell Resistance none
  You surround yourself with a veil of positive energy, making 
  it harder for evil outsiders to harm you. For the duration of 
  this spell, you gain a +2 sacred bonus to AC and on saves. 
  Both of these bonuses apply only against attacks or effects 
  created by outsiders with the evil subtype. You can dismiss 
  this spell as a swift action to deal 1d8 points of damage + 1 
  point per paladin level to all such outsiders within 5 feet. A 
  Will save halves this damage.
  8989
  Featured Races
  Featured Races 2
  
  Catfolk
  Catfolk are a race of natural explorers who rarely tire 
  of trailblazing, but such trailblazing is not limited 
  merely to the search for new horizons in distant lands. 
  Many catfolk see personal growth and development as 
  equally valid avenues of exploration. While most catfolk 
  are nimble, capable, and often active creatures, there is 
  also a strong tendency among some catfolk to engage 
  in quiet contemplation and study. Such individuals are 
  interested in finding new solutions to age-old problems 
  and questioning even the most steadfast philosophical 
  certainties of the day. They are curious by nature, and 
  catfolk culture never discourages inquisitiveness, but 
  rather fosters and encourages it. Many are seen as quirky 
  extroverts by members of other races, but within catfolk 
  tribes there is no shame attached to minor peculiarities, 
  eccentricities, or foolhardiness. All but the most inwardly 
  focused catfolk enjoy being the center of attention, but 
  not at the expense of their tribe, whether it’s the one the 
  catfolk are born into or the tribe they choose through the 
  bonds of friendship with other creatures. Catfolk tend to 
  be both generous and loyal to their family and friends. 
  Physical Description: In general, catfolk are lithe and 
  slender, standing midway between dwarves and humans 
  in stature. While clearly humanoid, they possess many 
  feline features, including a coat of soft fine fur, slit pupils, 
  and a sleek, slender tail. Their ears are pointed, but 
  unlike those of elves, are more rounded and catlike. They 
  manipulate objects as easily as any other humanoid, but 
  their fingers terminate in small, sharp, retractable claws. 
  These claws are typically not powerful enough to be used 
  as weapons, but some members of the species—either by 
  quirk of birth or from years of honing—can use them 
  with deadly effect. Feline whiskers are not uncommon, 
  but not universal, and hair and eye color vary greatly.
  Society: While self-expression is an important aspect 
  of catfolk culture, it is mitigated by a strong sense of 
  community and group effort. In the wild, catfolk are a 
  hunter-gatherer tribal people. The pursuit of personal 
  power never comes before the health and wellbeing of 
  the tribe. More than one race has underestimated this 
  seemingly gentle people only to discover much too late 
  that their cohesion also provides them great strength.
  Catfolk prefer to be led by their most competent members, 
  usually a council of sub-chieftains chosen by their peers, 
  either though consensus or election. The sub-chiefs 
  then choose a chieftain to lead in times of danger and to 
  mediate disputes among the sub-chiefs. The chieftain is the 
  most capable member of the tribe, and is often magically 
  talented. Catfolk who settle in more urban and civilized 
  areas still cling to a similar tribal structure, but often see 
  friends outside the tribe, even those from other races, as 
  part of their extended tribe. Within adventuring groups, 
  catfolk who do not consider themselves the obvious choice 
  as chieftain often defer to the person who most resembles 
  their cultural ideal of a chieftain. 
  Relations: Adaptable and curious, catfolk get along with 
  almost any race that extends reciprocal goodwill. They 
  acclimate easily to halflings, humans, and especially elves. 
  Catfolk and elves share a passionate nature, as well as a 
  love of music, dance, and storytelling; elven communities 
  often gently mentor catfolk tribes, though such elves are 
  careful not to act in a patronizing manner toward their 
  feline friends. Gnomes make natural companions for 
  catfolk, as catfolk enjoy gnomes’ strange and obsessive 
  qualities. Catfolk are tolerant of kobolds as long as the 
  reptilian beings respect the catfolk’s boundaries. The 
  feral nature of orcs stirs as much puzzlement as it does 
  revulsion among catfolk, as they don’t understand orcs’ 
  savagery and propensity for self-destruction. Half-orcs, 
  on the other hand, intrigue catfolk, especially those half-
  orcs who strive to excel beyond the deleterious and hateful 
  nature of their savage kin. Catfolk often view goblins 
  and ratfolk as vermin, as they disdain the swarming and 
  pernicious tendencies of those races. 
  Alignment and Religion: With community and unselfish 
  cooperation at the center of their culture, as well as a 
  good-natured curiosity and willingness to adapt to the 
  customs of many other races, most catfolk tend toward good 
  alignments. The clear majority of catfolk are also chaotic, 
  as wisdom is not their strongest virtue; nevertheless, there 
  are exceptions with cause. The gods Desna, Cayden Cailean, 
  and Shelyn all speak to the souls of catfolk, and many tribes 
  depict the latter two as catfolk themselves. The quest for 
  self-improvement has led many an individual to explore 
  different philosophies, including the worship of Irori.
  Adventurers: Natural born trackers, the hunter-
  gatherer aspect of their tribes pushes many catfolk toward 
  occupations as rangers and druids by default, but such roles 
  don’t always speak to their love of performance art, be it 
  song, dance, or storytelling. Catfolk legends also speak of 
  a rich tradition of great sorcerer heroes. Those catfolk who 
  internalize their wanderlust often become wizards and 
  monks, with many of those monks taking the path of the 
  nimble guardian. While catfolk cavaliers and inquisitors 
  are rare (steadfast dedication to a cause is often alien to 
  the catfolk mindset) individuals who choose these paths 
  are never looked down upon. Catfolk understand that 
  exploration and self-knowledge can lead down many roads, 
  and are accepting of nearly all professions and ways of life.
  Male Names: Carruth, Drewan, Ferus, Gerran, Nyktan, 
  Rouqar, Zithembe.
  Female Names: Alyara, Duline, Hoya, Jilyana, Milah, 
  Miniri,  Siphelele, Tiyeri.
  9090
  
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  typical catfolk racial traits. Consult your GM before 
  selecting any of these new options.
  Cat’s Claws: Some catfolk have stronger and more 
  developed claws than other members of their race, and 
  can use them to make attacks. Catfolk with this racial trait 
  have a pair of claws they can use as natural weapons. These 
  claws are primary attacks that deal 1d4 points of damage. 
  This racial trait replaces natural hunter.
  Clever Cat: Catfolk’s generally friendly disposition 
  doesn’t preclude craftiness. Some of them see social 
  obstacles as games to be played and won. These catfolk 
  receive a +2 racial bonus on Bluff, Diplomacy, and Sense 
  Motive checks. This racial trait replaces natural hunter.
  Climber: Catfolk hunters excel at hunting prey from 
  trees and other high vantage points. Catfolk with this 
  racial trait possess a climb speed of 20 feet (along with the 
  +8 racial bonus on Climb checks a climb speed affords). 
  This racial trait replaces sprinter.
  Curiosity: Catfolk are naturally inquisitive about the 
  world around them, though some are more curious than 
  others. Such catfolk gain a +4 bonus on Diplomacy checks 
  to gather information, and Knowledge (history) and 
  Knowledge (local) are always class skills for them. If they 
  choose a class that has either of these Knowledge skills 
  as class skills, they gain a +2 racial bonus on those skills 
  instead. This racial trait replaces natural hunter.
  Nimble Faller: Some catfolk have an amazing sense of 
  balance and keen knowledge of their own center of gravity. 
  Catfolk with this trait land on their feet even when they 
  take lethal damage from a fall. Furthermore, catfolk 
  with this trait gain a +1 bonus to their CMD against trip 
  maneuvers. This racial trait replaces sprinter.
  Scent: Some catfolk favor a keen sense of smell over 
  sensitive sight. Catfolk with this racial trait gain the 
  Catfolk Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom: Catfolk are sociable and agile, but often lack 
  common sense.
  Catfolk: Catfolk are humanoids with the catfolk subtype.
  Medium: Catfolk are Medium creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Catfolk have a base speed of 30 feet.
  Low-Light Vision: In dim light, 
  catfolk can see twice as far 
  as humans.
  Cat’s Luck (Ex): Once per day 
  when a catfolk makes a Reflex saving 
  throw, he can roll the saving throw twice 
  and take the better result. He must decide 
  to use this ability before the saving throw 
  is attempted.
  Natural 
  Hunter: 
  Catfolk 
  receive a +2 racial bonus 
  on Perception, Stealth, 
  and Survival checks.
  Sprinter: Catfolk gain a 
  10-foot racial bonus 
  to their speed when 
  using the charge, run, 
  or withdraw actions.
  Languages: Catfolk begin 
  play speaking Common 
  and Catfolk. Catfolk with 
  high Intelligence scores can 
  choose from the following languages: 
  Elven, Gnoll, Gnome, Goblin, Halfling, Orc,  
  and Sylvan.
  9191
  Featured Races
  Featured Races 2
  
  scent ability. This racial trait replaces the low-light 
  vision racial trait.
  FAVORED CLASS OPTIONS
  The following options are available to all catfolk who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Bard: Add +1/2 to the bard’s bardic knowledge bonus.
  Cavalier: Add +1/4 to the cavalier’s banner bonus.
  Druid: Add +1 hit points to the druid’s animal companion. 
  If the druid ever replaces her animal companion, the new 
  animal companion gains these bonus hit points.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least one level below the highest 
  spell level the oracle can cast.
  Ranger: Choose a weapon from the following list: claws, 
  kukri, longbow, longsword, short spear, or shortbow. Add 
  +1/2 on critical hit confirmation rolls made while using 
  that weapon (maximum bonus of +4). This bonus does not 
  stack with Critical Focus.
  Rogue: Add a +1/2 bonus on Bluff checks to feint and 
  Sleight of Hands checks to pickpocket.
  Sorcerer: Select one bloodline power at 1st level that 
  is normally usable a number of times equal to 3 + the 
  sorcerer’s Charisma modifier. The sorcerer adds + 1/2 to 
  the number of uses per day of that bloodline power.
  RACIAL ARCHETYPES 
  The following racial archetypes are available to catfolk.
  Cat Burglar (Rogue)
  Gifted with finesse and stealth, catfolk make excellent 
  burglars. Cat burglars are masters of breaking and 
  entering, using their feline grace to make it seem as 
  though no crime was ever committed in the first place. 
  Few locks can withstand skilled cat burglars, and such 
  nimble rogues are capable of bypassing traps without 
  activating them and enabling associates to do the same. A 
  cat burglar has the following class features.
  Phantom Presence (Ex): At 4th level, a cat burglar masters 
  stealthy movement and leaves no trace of her passing 
  in dungeons and cities. While in dungeon and urban 
  environments, she leaves no trail and cannot be tracked, 
  though she can choose to leave behind a trail if she so desires. 
  Furthermore, she can always choose to take 10 when making 
  a Stealth check. This ability replaces uncanny dodge.  
  Trap Saboteur (Su): At 8th level, a cat burglar becomes a 
  master of avoiding and manipulating traps and locks. She 
  can attempt to open a lock as a standard action and takes 
  1/2 the normal amount of time to disable traps (minimum 
  1 round) . When she has bypassed a trap without disarming 
  it, she can also choose to suppress its trigger for up to 1 
  minute. If she does, she can also choose to end this 
  suppression prematurely as a free action. This ability 
  replaces uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the cat burglar archetype: fast stealth, quick disable (Core 
  Rulebook); convincing fakes, dodge trap (Advanced Race 
  Guide); fast picks (Advanced Player’s Guide); terrain mastery 
  (Ultimate Combat).
  Advanced Talents: The following advanced rogue 
  talents complement the cat burglar archetype: another 
  day, fast tumble (Advanced Player’s Guide); hide in plain 
  sight (Ultimate Combat).
  Nimble Guardian (Monk)
  Some catfolk monks dedicate their graceful prowess to 
  the defense of others, especially those dedicated to a 
  similar ethos or who prove themselves as stalwart allies 
  of the monk’s cause. A nimble guardian has the following 
  class features.
  Defensive Aid (Ex): At 2nd level, a number of times 
  per day equal to his Wisdom bonus, a nimble guardian 
  can interpose herself between one adjacent ally and an 
  attack or damage dealt in an area of effect. If an adjacent 
  Catfolk Rogue Talents
  The following rogue talents can only be taken by catfolk.
  Deadly Scratch (Ex): A catfolk rogue with this talent can 
  apply poison to her claws without accidentally poisoning 
  herself. A catfolk rogue must have the cat’s claws racial trait 
  and the poison use class feature before taking this talent. 
  Disarming Luck (Ex): Once per day, when a catfolk 
  rogue attempts to disable a device and fails by 5 or more, 
  she can reroll the check as a free action. She must take the 
  result of the reroll, even if it’s worse than the original roll.
  Graceful Faller (Ex): A catfolk rogue with this talent 
  lands on her feet even when she takes lethal damage from 
  a fall. If the catfolk rogue also has the nimble faller racial 
  trait, she takes damage from any fall as if it were 20 feet 
  shorter than it actually is.
  Nimble Climber (Ex): A catfolk rogue with this talent 
  gains a +4 bonus on Climb checks. If she has the climber 
  racial trait, she can take 10 on her Climb checks even when 
  in immediate danger or distracted.
  Single-Minded Appraiser (Ex): A catfolk rogue with this 
  talent is skilled at determining the value of sparkly things. 
  She can always take 10 when appraising gems and jewelry.
  Vicious Claws (Ex): A catfolk with this talent uses d8s to 
  roll sneak attack damage instead of d6s, but only when she 
  uses her claws to make the sneak attack. A catfolk rogue 
  must have the cat’s claws racial trait before taking this talent.
  9292
  
  ally is the target of the attack or is required to make a 
  Reflex saving throw against a damaging effect, as an 
  immediate action the nimble guardian can grant that 
  ally a +4 circumstance bonus to AC or on the saving throw 
  against the effect. The nimble guardian must use this 
  ability before the attack roll or saving throw is made. The 
  nimble guardian can only use this ability if he is wearing 
  light or no armor. This ability replaces evasion.
  Nimble Reflexes (Ex): At 3rd level, a nimble guardian 
  gains a +2 bonus on all Reflex saving throws. This ability 
  replaces still mind. 
  Defensive Mastery (Ex): At 5th level, a nimble guardian 
  gains 3 additional uses of her defensive aid ability per day. 
  Furthermore, if an ally that gained the benefit of a use of 
  defensive aid succeeds her Reflex saving throw, and the effect 
  still deals damage on a successful saving throw, the nimble 
  guardian can spend 1 ki point to negate that damage. Doing 
  so is not an action. This ability replaces purity of body. 
  Guardian Feline (Su): At 7th level, a nimble guardian 
  can transform himself into a feline creature by spending 
  2 ki points. The effect lasts for 1 hour or until the nimble 
  guardian changes back. Changing form (to animal or 
  back) is a standard action and does not provoke an attack 
  of opportunity. The chosen form must be some form 
  of feline (cheetah, lion, etc.). This ability is otherwise 
  identical to beast shape II. At 9th level, this ability functions 
  as beast shape III. This ability replaces wholeness of body.
  Evasion (Ex): At 9th level, a nimble guardian gains 
  evasion. This ability replaces improved evasion.
  NEW RACIAL RULES
  The following options are available to catfolk. At the 
  GM’s discretion, other appropriate races may make use 
  of some of these new rules.
  Catfolk Equipment
  Catfolk have access to the following equipment.
  Claw Blades: These subtle blades can only be used by 
  catfolk with the cat’s claws racial trait. Bought in a set 
  of five, they fit over the wearer’s claws on one hand. The 
  blades grant the wearer a +1 enhancement bonus on 
  claw attack rolls with that hand and change the weapon 
  type from a natural weapon to a light slashing weapon. 
  Catfolk with the cat’s claws racial trait are proficient 
  with this weapon. The claw blades can be enhanced like a 
  masterwork weapon for the normal costs. The listed cost 
  of the item is for one set of five claws for one hand. 
  Softpaw Boots: These soft and subtle boots are 
  constructed of silk and specially cured leather. They are 
  specially designed for catfolk feet. They work with the 
  feline structure of the race’s feet to soften footfalls and to 
  reduce the imprints of their tracks. While wearing softpaw 
  boots, a catfolk gains a +1 circumstance bonus on Stealth 
  checks. Furthermore, the DC to notice or follow the tracks 
  of a catfolk wearing softpaw boots increases by +2. 
  Trailscent Kit: This small box of specially prepared 
  catfolk pheromones and alchemical reagents can be used 
  to leave a small group of subtle but long-lasting scents 
  that only catfolk can smell and decipher. Given a minute, 
  a catfolk can create a scent mixture and apply it to a solid 
  object, such as a tree, a wall, or even a smaller item such 
  as a weapon or potion vial. When the catfolk does this, 
  it leaves one of the following scent impressions: danger, 
  food, shelter, or possession. The possession impression 
  is always keyed to the specific catfolk using the kit, and 
  signifies that she owns the territory or item. Other races 
  can attempt to use this kit to create the danger, food, or 
  shelter impression, but doing so requires a successful DC 
  20 Craft (alchemy) check. A catfolk can detect a particular 
  scent applied with a trailscent kit from 30 feet away. If the 
  scent is upwind, the range at which a catfolk can detect 
  the scent increases to 60 feet; if it is downwind, the range 
  drops to 15 feet. A catfolk with the scent racial quality 
  doubles those distances. A scent impression lasts for 1 
  year or until it is washed away. Each kit has 10 uses.
  Catfolk Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Claw blades  
  305 gp 
  2 lb. 
  —
  Softpaw boots 
  25 gp 
  1 lb. 
  —
  Trailscent kit 
  10 gp 
  5 lb. 
  25
  Catfolk Feats
  Catfolk have access to the following feats.
  Black Cat
  Bad luck befalls those who dare to cross you.
  Prerequisite: Catfolk.
  Benefit: Once per day as an immediate action, when 
  you are hit by a melee attack, you can force the opponent 
  who made the attack to reroll it with a –4 penalty. The 
  opponent must take the result of the second attack roll. 
  This is a supernatural ability.
  Special: If you take this feat and don’t already have all 
  black fur, your fur turns completely black when you takes 
  this feat.
  Catfolk Exemplar
  Your feline traits are more defined and prominent than 
  those of other members of your race.
  Prerequisite: Catfolk.
  Benefit: You can take the Aspect of the Beast feat (Advanced 
  Player’s Guide 151) even if you do not meet the normal 
  prerequisites. Furthermore, your catlike nature manifests 
  in one of the following ways. You choose the manifestation 
  when you take this feat, and cannot change it later.
  9393
  Featured Races
  Featured Races 2
  
  Enhanced Senses (Ex): If you have low-light vision, you 
  gain the scent catfolk racial trait. If you have the scent 
  racial trait, you gain low-light vision.
  Fast Sprinter (Ex): You gain a 10-foot racial bonus to your 
  speed when using the charge, run, or withdraw actions. 
  If you have the sprinter racial trait, your racial bonus to 
  speed when using the charge, run, or withdraw action 
  increases to a 20-foot bonus.
  Sharp Claws (Ex): If you do not have the cat’s claws racial 
  trait or the claws of the beast manifestation from the 
  Aspect of the Beast feat (Advanced Player’s Guide 151), you 
  gain the cat’s claws racial trait. If you have either the cat’s 
  claws racial trait or the claws of the beast manifestation, 
  your claw damage increases to 1d6. 
  Special: You can take this feat multiple times. Its effects 
  do not stack. Each time you select it, you must choose a 
  different manifestation.
  Claw Pounce (Combat)
  You can charge and make an attack with your paws.  
  Prerequisites: Str 13, Dex 15, Nimble Striker, base attack 
  bonus +10, catfolk, cat’s claws racial trait or Aspect of the 
  Beast (claws of the beast manifestation).
  Benefit: When you make a charge, you can make a full 
  attack with your claws.
  Normal: Charging is a special full-round action that 
  limits you to a single attack.
  Feline Grace
  Your innate grace allows you to get out of the stickiest 
  situations. 
  Prerequisites: Dexterity 13, catfolk.
  Benefit: You gain a +2 bonus to your CMD against bull 
  rush, grapple, overrun, repositioning, 
  and trip combat maneuvers.
  Nimble Striker (Combat)
  You were born to charge your 
  enemies and nobody does it better.
  Prerequisites: Dex 13, base attack 
  bonus +1, catfolk, sprinter racial trait.
  Benefit: You do not take a –2 penalty to 
  AC when you use the Cleave feat, Lunge feat, 
  or when you charge. 
  Catfolk Magic Items
  The following magic items are often created and used 
  by catfolk. 
  CAT’S EYE CROWN
  Aura moderate divination; CL 10th
  Slot head (and none; see below); Price 18,000 gp; Weight 
  1 lb.
  DESCRIPTION
  This slender silver crown is decorated with a single 
  cat’s eye gemstone as a centerpiece. When the gem is 
  attached to the crown, its wearer gains darkvision 60 feet, 
  or increases her darkvision by 60 feet if she already possesses 
  that sense. The gemstone is detachable, and can be rolled 
  into rooms, dropped into holes, thrown through windows, 
  or planted on a creature. Once per day, on command, 
  the crown’s wearer gains the benefit of the clairaudience/
  clairvoyance spell, but uses the cat’s eye gemstone as that 
  spell’s sensor and gains darkvision when viewing through that 
  sensor. If the stone is held or carried by a creature, even within 
  a sack or some other container, the creature wearing the 
  crown uses the senses of the creature carrying the gemstone 
  9494
  
  as the sensor instead, whether or not the creature carrying 
  the gemstone is aware of the stone’s true purpose or even 
  its existence. Destroying the gem (hardness 8, hp 5) severs 
  the link, but a new cat’s eye gemstone worth at least 100 gp 
  can be fashioned and attuned to the crown. The attunement 
  process takes 24 hours.
  CONSTRUCTION
  Requirements Craft Wondrous Item, clairaudience/clairvoyance, 
  darkvision, creator must be catfolk; Cost 9,000 gp
  DAREDEVIL SOFTPAWS
  Aura faint enchantment; CL 3rd
  Slot feet; Price 1,400 gp; Weight 1 lb.
  DESCRIPTION
  This pair of magical softpaw boots (see above) allows the 
  catfolk wearing them to gain extra maneuverability while 
  moving through hazardous areas. As a free action, the 
  wearer can click her heels together to grant herself a +5 
  competence bonus on Acrobatics checks made to move 
  through threatened squares or to move through an enemy’s 
  space without provoking attacks of opportunity for up to 
  10 rounds per day. The rounds need not be consecutive. 
  Furthermore, anytime the wearer of the boots successfully 
  moves though the space of an enemy without provoking an 
  attack of opportunity, she gains a +2 bonus on attack rolls 
  against that enemy until the end of her turn.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cat’s grace; Cost 700 gp
  RENDING CLAW BLADE
  Aura moderate transmutation; CL 11th
  Slot none; Price 10,305 gp; Weight 1 lb.
  DESCRIPTION
  This set of +1 keen claw blades is most effective when the 
  wearer has multiple claw attacks per round. When making a 
  full attack with claws, if the wielder hits the same target with 
  this weapon and a different claw attack or set of claw blades, 
  he deals an extra 1d4 damage plus 1-1/2 times his Strength 
  bonus. The wearer can deal this extra damage no more than 
  once per round. This counts as a rend attack and does not 
  stack with other abilities that grant rend attacks.
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, bull’s strength, 
  keen edge; Cost 5,305 gp
  Catfolk Spells
  Catfolk have access to the following spells.
  NINE LIVES
  School abjuration; Level cleric 8, witch 8
  Casting Time 1 standard action
  Range touch
  Target one creature touched
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  Despite its name, this powerful ward does not grant the 
  target multiple lives, but rather gives the target the ability 
  to get out of trouble and relieves harmful effects and 
  conditions. For the spell’s duration, the target can use any of 
  the following abilities as an immediate action, but only up to 
  a total of nine times, at which point the spell ends.  
  Cat’s Luck: The target can use this ability when it fails a 
  saving throw. The target can reroll the failed saving throw, 
  but must take the new result even if it is worse.
  Fortitude: The target uses this ability when a critical hit 
  or sneak attack is scored against it. The critical hit or sneak 
  attack is negated and the damage is instead rolled normally.
  Rejuvenate: The target uses this ability when it is reduced 
  to 0 or fewer hit points. The target is instantly healed 3d6 
  points of damage. If enough hit points are regained to bring 
  the target to positive hit points, it does not fall unconscious. 
  If it is not enough to leave the target with positive hit points, 
  the target automatically stabilizes. Both of these effects work 
  even if the damage was originally enough to kill the target.
  Shake Off: The target uses this ability when it is under the 
  effects of any of the following conditions: blinded, confused, 
  cowering, dazed, dazzled, entangled, exhausted, fatigued, 
  frightened, nauseated, panicked, shaken, sickened, or 
  staggered. Using this ability ends one of those conditions. 
  Shimmy Out: The target uses this ability when it is grappled 
  or pinned. The target automatically escapes the grapple as if it 
  had succeeded at an Escape Artist check to escape the grapple.
  Stay Up: The target uses this ability when it is tripped 
  or otherwise knocked prone. The target steadies itself and 
  stays upright.
  STEAL BREATH
  School transmutation [air]; Level bard 2, druid 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round (see text)
  Saving Throw Fortitude negates; see text; Spell Resistance yes
  You pull the breath from a creature’s lungs, dealing damage 
  and leaving it unable to speak, use breath weapons, or cast 
  spells with verbal components. If the target fails its saving 
  throw, it takes 2d6 points of damage, and it cannot speak, 
  use breath weapons, or anything else requiring breathing, 
  and a visible line of swirling air leaves the target’s mouth and 
  enters your mouth.
  If, during the duration, the target moves out of range or 
  line of effect to you, the spell immediately ends. This spell 
  has no effect on creatures that do not need to breathe air.
  9595
  Featured Races
  Featured Races 2
  
  Dhampirs
  The half-living children of vampires birthed by human 
  females, dhampirs are progenies of both horror and 
  tragedy. The circumstances of a dhampir’s conception 
  are often called into question but scarcely understood, 
  as few mortal mothers survive the childbirth. Those who 
  do often abandon their monstrous children and refuse to 
  speak of the matter. While some speculate that dhampirs 
  result when mortal women couple with vampires, others 
  claim that they form when a pregnant woman suffers a 
  vampire bite. Some particularly zealous scholars even 
  contest dhampirs’ status as a unique race, instead viewing 
  them as humans suffering from an unholy affliction. 
  Indeed, this hypothesis is strengthened by dhampirs’ 
  seeming inability to reproduce, their offspring inevitably 
  humans (usually sorcerers with the undead bloodline). 
  Regardless, they live and die just like any other mortal 
  creatures, despite possessing a supernatural longevity 
  akin to that of elves. 
  Hardship and suffering fill a dhampir’s formative 
  years. Most grow up as orphans, and despite their 
  exquisite features and innate charm, they face a lifetime 
  of prejudice, mistrust, fear, and persecution. Humans who 
  witness the seemingly sinister nature of a dhampir child’s 
  supernatural powers or sensitivity to daylight display an 
  array of reactions ranging from awe to terror to outright 
  hatred. Eventually, a dhampir must learn to cope with 
  these difficulties in order to find his place in the world. 
  While most dhampirs succumb to the innate evil of their 
  undead heritage and devolve into the monstrous fiends 
  depicted by society, a few reject their unholy conceptions, 
  instead vowing to avenge their mothers by hunting the 
  very creatures that sired them. 
  Dhampirs keep few, if any, close companions. Ultimately, 
  the majority of evil dhampirs regard their allies as little 
  more than tools or fodder. Those whom they deem useful 
  are judged by their merits as individuals, not by their 
  race. However, even with those they feel attached to, 
  most dhampirs are sullen and reserved. Some fear the 
  persecution heaped upon them may be transferred to their 
  companions, whereas others worry their own bloodlust will 
  one day overwhelm them and they’ll inadvertently turn 
  upon their friends. In any case, an alliance with a dhampir 
  almost always leads to an ill-fated conclusion.
  Physical Description: Tall and slender and with well-
  defined musculature, dhampirs look like statuesque 
  humans of unearthly beauty. Their hair, eye, and skin 
  colors resemble unnerving versions of their mothers’; 
  many possess a ghastly pallor, particularly in the sunlight, 
  while those with dark complexions often possess skin the 
  color of a bruise.
  While many dhampirs can pass as humans in ideal 
  conditions, their features are inevitably more pronounced 
  and they move with an unnaturally fluid grace. All 
  dhampirs have elongated incisors. While not true fangs, 
  these teeth are sharp enough to draw blood, and many 
  suffer a reprehensible desire to indulge in sanguinary 
  delights, despite the fact that the act provides most no 
  physical benefit. 
  Society: Dhampirs have no culture of their own, nor 
  do they have any known lands or even communities. 
  Often born in secret and abandoned at orphanages or 
  left to die on the outskirts of town, they tend to live 
  solitary lives as exiles and outcasts. Individuals acquire 
  the cultural beliefs and teachings of the regions in which 
  they grew up, and adopt additional philosophies over the 
  course of their complex lives. This ability to adapt to a 
  verity of circumstances provides dhampirs with a social 
  camouflage that hides them from both predators and prey. 
  In rare instances, dhampirs might gather to form 
  small groups or cabals dedicated to resolving their joint 
  issues. Even so, the philosophies of such groups reflect 
  the interests of the individuals involved, not any common 
  dhampir culture. 
  Relations: As dhampirs are scions of evil, few races 
  view them favorably. They share an affinity for those 
  half-breeds whose sinister ancestry also sets them apart 
  from human society, particularly tieflings and half-
  orcs. Humans view them with a combination of fear and 
  pity, though such feelings often devolve into hatred and 
  violence. Other humanoid races, such as dwarves, elves, 
  and halflings, simply shun them. Similarly, dhampirs 
  bear a deep-seeded loathing for living creatures, their 
  hatred planted by jealousy and fed by frustration.
  Alignment and Religion: Most dhampirs succumb to 
  the evil within their blood. They are unnatural creatures, 
  and the foul influence of their undead heritage makes an 
  evil outlook difficult to overcome. Those who struggle 
  against their wicked natures rarely progress beyond a 
  neutral outlook. 
  Dhampirs who become vampire hunters tend to worship 
  Sarenrae or Pharasma, depending on their moral stance. 
  Those who have spiraled into evil and embraced their 
  undead heritage typically worship the demon lord Zura 
  the Vampire Queen or Urgathoa, goddess of the undead.
  Adventurers: The life of an adventurer comes naturally 
  to most dhampirs, since constant persecution condemns 
  many to spend their days wandering. Evil dhampirs keep 
  moving to maintain their secrecy and evade lynch mobs, 
  while those who follow the path of vengeance venture forth 
  in search of their despised fathers. Regardless of their 
  reasons, most dhampirs simply feel more at home on the 
  road than in a settlement. Having little formal training, a 
  great many of these journeyers become fighters and rogues.
  9696
  
  Almost universally, those inclined toward magic pursue 
  the field of necromancy, though dhampir alchemists have 
  been known to obsess over transforming their own bodies. 
  Those who feel the call of the hunt often become inquisitors. 
  Names: Lacking a culture and unified traditions, 
  dhampirs share humans’ predilection for a diversity of 
  names, and most keep their human birth names. Many 
  dhampirs take their mother’s surname, while others take 
  the surname of the towns or regions in which they were 
  born, or use a surname derived from a significant event.  
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing dhampir racial traits. Consult your GM before 
  selecting any of these new options.
  Dayborn: A few fortunate dhampirs were born during 
  the day under the blessings of priests, and their blood has 
  weaker ties to their undead bloodline than others of their 
  kind. Such dhampirs are unhindered by daylight and lose 
  the light sensitivity racial trait. This racial trait replaces 
  the spell-like ability racial trait. 
  Fangs: On occasion, a dhampir may inherit his father’s 
  lengthy canines. Whenever the dhampir makes a grapple 
  combat maneuver check to damage an opponent, he can 
  choose to bite his opponent, dealing 1d3 points of damage 
  as if using a natural bite attack. As a standard action, 
  the dhampir can bite a creature that is bound, helpless, 
  paralyzed, or similarly unable to defend itself. This racial 
  trait replaces the spell-like ability racial trait. 
  Vampiric Empathy: Though dhampirs often relate 
  poorly to humanoids, some share an affinity with 
  baser creatures. These dhampirs gain the ability to 
  communicate with bats, rats, and wolves as if under the 
  effects of a speak with animals spell (caster level equal 
  to 1/2 the dhampir’s Hit Dice). In addition, they gain 
  a +2 racial bonus on Diplomacy checks when dealing 
  with these animals. Whenever these dhampirs initiate 
  an exchange, animals begin with a starting attitude of 
  indifferent. This is a supernatural ability. This racial 
  trait replaces manipulative.
  Dhampir Racial Traits
  +2 Dexterity, +2 Charisma, –2 Constitution: Dhampirs are fast and seductive, but 
  their racial bond to the undead impedes their mortal vigor.
  Dhampir: Dhampirs are humanoids with the dhampir subtype.
  Medium: Dhampirs are Medium creatures and have no bonuses or 
  penalties due to their size.
  Normal Speed: Dhampirs have a base speed of 30 feet.
  Senses: Low-light vision and darkvision 60 feet. 
  Manipulative: +2 racial bonus on Bluff and Perception. 
  Undead Resistance: Dhampirs gain a +2 racial bonus on saving 
  throws against disease and mind-affecting effects. 
  Light Sensitivity: Dhampirs are dazzled in areas of bright sunlight or within 
  the radius of a daylight spell.
  Negative Energy Affinity: Though a living creature, a dhampir reacts to positive 
  and negative energy as if it were undead—positive energy 
  harms it, while negative energy heals it.
  Spell-Like Ability: A dhampir can use detect undead 
  three times per day as a spell-like ability. The 
  caster level for this ability equals the dhampir’s 
  class level. 
  Resist Level Drain (Ex): A dhampir takes no penalties 
  from energy drain effects, though he can still be killed 
  if he accrues more negative levels then he has Hit Dice. After 24 hours, 
  any negative levels a dhampir takes are removed without the need for an 
  additional saving throw. 
  Languages: Dhampirs begin play speaking Common. Those with high Intelligence scores can choose any 
  language it wants (except secret languages, such as Druidic).
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  Featured Races
  Featured Races 2
  
  FAVORED CLASS OPTIONS
  The following options are available to all dhampirs who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagens.
  Cleric: Add +1 to the caster level of any channeling feat 
  used to affect undead.
  Fighter: Add a +2 bonus on rolls to stabilize when dying.
  Inquisitor: Add a +1/2 bonus on Intimidate checks to 
  demoralize humanoids.
  Rogue: Add a +1/2 bonus on Stealth checks and 
  Perception checks made in dim light or darkness.
  Sorcerer: Add +1/2 point of negative energy damage to 
  spells that deal negative energy damage.
  Wizard: Add +1/4 to the wizard’s caster level when 
  casting spells of the necromancy school.
  RACIAL ARCHETYPES
  The following racial archetypes are available to dhampirs.
  Cruoromancer (Wizard)
  To those who know how to manipulate it, the blood 
  of a dhampir can be a powerful component to magic. A 
  cruoromancer infuses his necromantic magic with the 
  power of his unique mixture of living blood and undead 
  ichor. As his power increases in this strange arcane art, 
  a cruoromancer finds potent ways to infuse his unique 
  blood with necromancy spells. A cruoromancer has the 
  following class features.
  Blood Infusion (Su): When a cruoromancer casts a spell 
  of the necromancy school, he can opt to infuse that spell 
  with his undead-tainted blood as a swift action. As he 
  increases in level, the power and effects of such infusions 
  become more potent. Each time a cruoromancer uses 
  blood infusion, he drains a portion of his own blood either 
  by cutting himself with a blade or by opening a scab from a 
  previous wound. When he does this, he takes an amount of 
  damage equal to 1d4 + the level of the spell being infused. 
  A cruoromancer can only affect a spell with a single type of 
  blood infusion. At 1st level, he can infuse his necromancy 
  spells in either of the following ways. 
  Focused Infusion: When the cruoromancer uses this infusion, 
  he adds +1 to the DC of the infused necromancy spell. 
  Sickening Infusion: When the cruoromancer uses this 
  infusion, any creature damaged by the infused necromancy 
  spell becomes sickened for 1 round. 
  This ability replaces arcane bond.
  Blood Command (Su): At 5th level, a cruoromancer can 
  control up to 5 Hit Dice worth of undead creatures per 
  caster level instead of the normal 4 Hit Dice of undead 
  when casting the animate dead spell. He also gains the 
  following blood infusion ability.
  Commanding Infusion: When using this infusion with 
  animate dead, the cruoromancer can create a number of Hit 
  Dice of undead equal to three times his caster level instead 
  of twice his caster level.
  This ability replaces the 5th-level wizard bonus feat. 
  Blood Desecration (Su): At 10th level, a cruoromancer 
  gains the following blood infusion. 
  Desecrating Infusion: When the cruoromancer uses this 
  infusion, he can choose to center a desecrate effect on 
  himself or a single target of the spell modified by this 
  infusion (he chooses upon casting). This effect is like the 
  desecrate spell, but lasts for 1 minute per caster level of the 
  cruoromancer, and does not interact with altars, shrines, 
  or permanent fixtures that boost the desecrate effect. This 
  ability replaces the 10th-level wizard bonus feat.
  Blood Ability (Su): At 15th level, a cruoromancer can 
  choose to scry through a single undead creature he created 
  with a spell modified by a commanding infusion. The 
  undead creature is treated as if imbued with an arcane eye 
  spell (caster level equal to the cruoromancer’s wizard level). 
  This ability replaces the 15th-level wizard bonus feat.
  Perfect Infusion (Su): At 20th level, a cruoromancer 
  can use his blood infusions without taking damage. This 
  ability replaces the 20th-level wizard bonus spell. 
  Kinslayer (Inquisitor)
  Appalled and guilt-ridden by the horrific circumstances 
  of her birth, a kinslayer dedicates herself to eradicating 
  the very creatures whose blood flows within her veins. 
  She spends her life hunting and slaying those vampiric 
  monsters for whom humans have become prey. A kinslayer 
  has the following class features.
  Judgment (Su): At 1st level, a kinslayer gains the following 
  judgment.
  Slayer’s Brand (Su): When using this judgment, the 
  kinslayer gains the ability to brand undead creatures with 
  positive energy. To do so, she must make a successful melee 
  touch attack against the undead creature. This attack 
  deals an amount of positive energy damage equal to 1d6 
  + the kinslayer’s Charisma score, and burns her personal 
  symbol into the undead creature’s flesh, bone, or even its 
  incorporeal form. From that point onward, the kinslayer 
  can sense the existence of the branded creature as if it were 
  the target of a locate creature spell (caster level equal to 1/2 
  the kinslayer’s inquisitor level). A slayer’s brand lasts until 
  the undead creature is destroyed or until the kinslayer 
  uses this ability on another creature. This ability replaces 
  the destruction judgment.
  Greater Brand (Su): A 1st level, a kinslayer learns to 
  modify her slayer’s brand judgment as she gains levels. 
  Whenever she gains the ability to learn a teamwork feat, she 
  can instead opt to learn one of the following modifications 
  to her slayer’s brand judgment.
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  Branding Ray: The slayer’s brand judgment can be used 
  as a ranged touch attack with a range of 20 feet. A kinslayer 
  can take this modification more than once. Whenever she 
  does, she increases the range of her brand by 20 feet.
  Debilitating Brand: A creature currently affected by the 
  slayer’s brand judgment takes a –2 penalty on attack rolls 
  against the kinslayer who placed the brand. 
  Devastating Brand: When the kinslayer attacks a creature 
  that she has branded with her slayer’s brand, she threatens 
  a critical hit on a roll of 19–20. If the kinslayer is good, she 
  also gains a +2 sacred bonus on all rolls to confirm critical 
  hits on a branded creature. 
  Dual Brand: The kinslayer can have up to two creatures 
  branded at a time. 
  Holy Brand: The kinslayer can use her brand on creatures 
  with the evil subtype as well as undead.
  Searing Brand: The kinslayer’s slayer’s brand deals an 
  additional 1d6 points of damage for every five inquisitor 
  levels she has. If the creature hit with the slayer’s brand is 
  particularly vulnerable to bright light, the damage dice of 
  her slayer’s brand increases to d8s. A kinslayer must be at 
  least 6th level to take this modification. 
  Silver Brand: The kinslayer can use her brand on 
  lycanthropes and creatures with vulnerability to silver as 
  well as undead. 
  Each time the kinslayer opts to take a greater brand, it 
  replaces her ability to gain a teamwork feat at that level.
  Undead Sense (Sp): At 2nd level, a kinslayer gains the 
  ability to use detect undead as a spell-like ability (caster 
  level equal to the kinslayer’s inquisitor level) at will. If she 
  detects the presence of undead, she can use her monster 
  lore ability to attempt to determine the type of undead 
  detected as well as to reveal any strengths or weaknesses 
  the undead might have. If any of the detected undead are 
  vampires, she gains a bonus on the check equal to her 
  inquisitor level to immediately identify them as such.
   This ability replaces detect alignment.
  NEW RACIAL RULES 
  The following options are available to dhampirs. At the 
  GM’s discretion, other appropriate races may make use of 
  some of these new rules.
  Dhampir Equipment
  The following equipment is used or made by dhampirs. 
  Heartstake 
  Bolts: 
  Specially 
  crafted 
  from 
  solid 
  darkwood, heartstake bolts are specifically designed to 
  slay vampires. A heartstake bolt can be fired from any 
  crossbow, but it imposes a –2 penalty on the attack roll 
  and halves the range increment of the weapon. A vampire 
  struck with a heartstake bolt takes the normal damage but 
  must also succeed at a DC 20 Fortitude saving throw or 
  fall to the ground helpless for 1 round. While the vampire 
  is helpless in this manner, a creature can attempt to use 
  the heartstake bolt to finish off the vampire by driving it 
  through the vampire’s heart as a full-round action. Once 
  the debilitating effect of the heartstake bolt has ended, the 
  vampire can pull out the bolt as a move action. A vampire 
  slain with a heartstake bolt is subject to the rules and 
  limitations of slaying a vampire with a wooden stake as 
  described under vampire weaknesses (Bestiary 270).
  A heartstake bolt deals normal damage for the crossbow 
  of its type.
  Neck Guard: Made from hardened leather reinforced 
  with a band of metal, this collar protects the wearer 
  against vampire bites when worn around the throat. It 
  provides a +1 armor bonus to AC against vampire bites 
  or similar attacks that specifically target the wearer’s 
  throat. Unlike most armor bonuses, the neck guard’s +1 
  bonus stacks with the armor bonus of light or medium 
  armor, but it provides no additional bonus when worn 
  with heavy armor.
  Vampire Slayer’s Kit: This small, latched wooden case 
  contains numerous tools and devices used in hunting 
  and slaying vampires. It contains 10 cloves of garlic, 
  four masterwork wooden stakes, a hammer, a silvered 
  mirror, 4 vials of holy water, 1 application of silversheen, 
  and a masterwork holy symbol. It also contains numerous 
  regents and powders used for treating wounds and making 
  wards, salves, and other concoctions. In addition to its 
  general usefulness, when displayed, a vampire slayer’s kit 
  grants its owner a +2 bonus on all Charisma-based skill 
  checks made to investigate or seek out vampires.
  Dhampir Equipment
  Item 
   Cost  
  Weight 
  Heartstake bolts (5) 
  100 gp 
  3 lbs.
  Neck guard 
  10 gp 
  1/4 lb.
  Vampire slayer’s kit  
  500 gp  
  8 lbs.
  Dhampir Feats
  Dhampirs have access to the following feats.
  Blood Drinker
  Consuming blood reinvigorates you.
  Prerequisite: Dhampir. 
  Benefit: Choose one humanoid subtype, such as 
  “goblinoid” (this subtype cannot be “dhampir”). You 
  have acquired a taste for the blood of creatures with this 
  subtype. Whenever you drink fresh blood from such a 
  creature, you gain 5 temporary hit points and a +1 bonus 
  on checks and saves based on Constitution. The effects last 
  1 hour. If you feed multiple times, you continue to gain hit 
  points to a maximum of 5 temporary hit points for every 
  three Hit Dice you have, but the +1 bonus on Constitution-
  based skill checks and saving throws does not stack.
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  Featured Races
  Featured Races 2
  
  Normally, you can only drink blood from an opponent 
  who is helpless, grappled, paralyzed, pinned, unconscious, 
  or similarly disabled. If you have a bite attack, you can 
  drink blood automatically as part of your bite attack; 
  otherwise, you must first cut your target by dealing 1 
  hit point of damage with a slashing or piercing weapon 
  (though you may feed upon a creature with severe wounds 
  or a bleed effect without cutting it first). Once you cut the 
  target, you can drink from its wound as a standard action. 
  Drinking blood deals 2 points of Constitution damage to 
  the creature you feed upon. 
  The blood must come from a living creature of the 
  specified humanoid subtype. It cannot come from a dead 
  or summoned creature. Feeding on unwilling intelligent 
  creatures is an evil act.
  Blood Feaster
  Consuming blood gives you superhuman strength.
  Prerequisites: Blood Drinker, base attack bonus +6, 
  dhampir.
  Benefit: If you use your Blood Drinker feat to drain 
  4 or more points of Constitution from a living creature, 
  you gain a +2 bonus on damage rolls and a +1 bonus on 
  Strength-based skill checks. This bonus lasts for a number 
  of rounds equal to 1/2 your Hit Dice.
  Blood Salvage
  You do not need to drink blood from a living creature to 
  gain healing benefits.
  Prerequisites: Blood Drinker, dhampir.
  Benefit: You can use your Blood Drinker feat on a 
  dead creature of the appropriate humanoid subtype. The 
  creature must have died less than 6 hours beforehand.
  Normal: You only benefit from the Blood Drinker feat if 
  you consume fresh blood from a living creature.
  Diverse Palate
  Your taste for blood is broader than that of other dhampirs.
  Prerequisites: Blood Drinker, dhampir.
  Benefit: Choose a humanoid subtype or the monstrous 
  humanoid type. You may use your Blood Drinker feat on 
  creatures of this subtype or type.
  Special: You can take this feat multiple times. Each 
  time you select it, choose a new humanoid subtype or the 
  monstrous humanoid. 
  Natural Charmer
  You possess some of the dominating powers of 
  your vampire progenitor.
  Prerequisites: Cha 17, dhampir. 
  Benefit: You can take 20 on any Charisma-based skills 
  to charm, convince, persuade, or seduce humanoids 
  whose attitude is at least friendly to you. Taking 20 
  still requires 20 times the normal time to perform the skill.
  Normal: You cannot take 20 on any check where you 
  incur penalties for failure.
  Dhampir Magic Items
  Dhampirs have access to the following magic items.
  AMULET OF CHANNELED LIFE 
  Aura moderate transmutation; CL 10th
  Slot neck; Price 12,000 gp; Weight 1/2 lb.
  DESCRIPTION
  This amulet consists of a pale translucent gem in a dull gray 
  metal setting etched with ancient runes. When worn by an 
  individual with the negative energy affinity racial trait, it alters 
  the effects of positive energy on his body. When targeted by 
  positive energy that heals living creatures, the wearer instead 
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  gains half the hit points the positive energy heals as temporary 
  hit points. These temporary hit points go away after 10 
  minutes. This effect does not stack with life channel (see 
  below) or other effects that convert healing positive energy to 
  temporary hit points. 
  This item does not actually transpose positive energy into 
  negative energy, it just affects the way the wearer’s body 
  reacts to positive energy. Only a living creature can benefit 
  from this amulet; it provides no benefit to undead.
  CONSTRUCTION
  Requirements Craft Wondrous Item, life channel; Cost 
  6,000 gp
  LENSES OF DARKNESS
  Aura faint transmutation; CL 3rd
  Slot eyes; Price 12,000 gp; Weight —
  DESCRIPTION
  Crafted from a dark-colored crystalline material and infused 
  with magical darkness, these lenses fit over the wearer’s 
  eyes. When worn by a creature with light sensitivity or light 
  blindness, these lenses protect the wearer against the effect of 
  sunlight, the daylight spell, or similar light effects. Both lenses 
  must be worn for the magic to be effective. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkness; Cost 6,000 gp
  SYMBOL OF UNHOLY COMMAND
  Aura faint necromancy; CL 3rd
  Slot none; Price 8,000 gp; Weight 1 lb.
  DESCRIPTION
  This unholy symbol is carved entirely from human bone. 
  When the wielder uses this unholy symbol as a focus for the 
  Command Undead feat, he gains a +1 profane bonus to the 
  DC of that feat. 
  Good creatures of 5 Hit Dice or less that attempt to touch the 
  symbol must make a DC 15 Will save or be shaken for 1 round. 
  Deliberate use of a symbol of unholy command is an evil act.
  CONSTRUCTION
  Requirements Craft Wondrous Item, Command Undead or 
  command undead; Cost 4,000 gp
  Dhampir Spells
  Dhampirs have access to the following spells.
  BLINDING RAY
  School evocation [good, light]; Level cleric 2, inquisitor 3, 
  paladin 2
  Casting Time 1 standard action 
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one or more rays of light
  Duration instantaneous (see text)
  Saving Throw Fortitude negates; Spell Resistance yes 
  You blast your enemies with blinding rays of sunlight. You 
  may fire one ray, plus one additional ray for every four levels 
  beyond 3rd (to a maximum of three rays at 11th level). Each ray 
  requires a ranged touch attack to hit. If a ray hits, it explodes 
  into powerful motes of light, and the target must save or be 
  blinded for 1 round. If the target has light blindness, light 
  sensitivity, or is otherwise vulnerable to bright light, it instead 
  must save or be blinded for 1d4 rounds and take 1d4 points 
  of damage per two caster levels (maximum 5d4). Any creature 
  blinded by a ray sheds light as a sunrod for the duration of 
  its blindness. The rays may be fired at the same or different 
  targets, but all rays must be aimed at targets within 30 feet of 
  each other and fired simultaneously.
  LIFE CHANNEL
  School transmutation; Level cleric 2 
  Casting Time 1 standard action
  Component V, S
  Range touch
  Target one touched creature with negative energy affinity 
  Duration 1 minute/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  When cast on a creature with negative energy affinity, the 
  target is able to convert channeled positive energy into 
  temporary hit points. When subject to an effect that heals 
  hit points only to living creatures (such as cure light wounds 
  or channel positive energy), the target gains a number of 
  temporary hit points equal to half the number of hit points 
  that the positive energy would normally heal. These temporary 
  hit points go away at the end of this spell’s duration.
  SPAWN WARD
  School necromancy; Level cleric 5, inquisitor 5
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Save Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  The target becomes resistant to the effects of energy drain 
  and blood drain attacks made by undead creatures, and 
  cannot be made into undead spawn if killed while the spell is 
  in effect.
  If the attacking undead’s Hit Dice is less than or equal 
  to your caster level, the blood drain or energy drain has 
  no effect. If the attacking undead’s Hit Dice are greater 
  than your caster level, the undead must make a Fortitude 
  save (against the DC of the spell) with each attack for those 
  special abilities to have any effect. The spell only prevents the 
  Constitution damage from blood drain and negative levels 
  from energy drain, but not any other effects of these attacks.
  101101
  Featured Races
  Featured Races 2
  
  Drow
  Cruel and cunning, drow are a dark reflection of the elven 
  race. Also called dark elves, they dwell deep underground 
  in elaborate cities shaped from the rock of cyclopean 
  caverns. Drow seldom make themselves known to surface 
  folk, preferring to remain legends while advancing their 
  sinister agendas through proxies and agents. Drow 
  have no love for anyone but themselves, and are adept at 
  manipulating other creatures. While they are not born evil, 
  malignancy is deep-rooted in their culture and society, and 
  nonconformists rarely survive for long. Some stories tell 
  that given the right circumstances, a particularly hateful 
  elf might turn into a drow, though such a transformation 
  would require a truly heinous individual.
  Physical Description: Drow are similar in stature to 
  humans, but share the slender build and features of elves, 
  including the distinctive long, pointed ears. Their eyes lack 
  pupils and are usually solid white or red. Drow skin ranges 
  from coal black to a dusky purple. Their hair is typically 
  white or silver, though some variation is not unknown.
  Society: Drow society is traditionally class-oriented 
  and matriarchal. Male drow usually fulfill martial roles, 
  defending the species from external threats, while female 
  drow assume positions of leadership and authority. 
  Reinforcing these gender roles, one in 20 drow are born 
  with exceptional abilities and thus considered to be 
  nobility, and the majority of these special drow are female. 
  Noble houses define drow politics, with each house 
  governed by a noble matriarch and composed of lesser 
  families, business enterprises, and military companies. 
  Each house is also associated with a demon lord patron. 
  Drow are strongly driven by individual self-interest and 
  advancement, which shapes their culture with seething 
  intrigue and politics, as common drow jockey for favor 
  of the nobility, and the nobility rise in power through a 
  combination of assassination, seduction, and treachery. 
  Relations: Drow have a strong sense of racial superiority 
  and divide non-drow into two groups: slaves, and those 
  that are not yet slaves. In practice, however, races that may 
  share similar inclinations (such as hobgoblins and orcs) and 
  those who serve willingly may be treated as servitor races 
  and granted a measure of trust and modest rank in drow 
  society. Others, such as dwarves, gnomes, and halflings, are 
  deemed fit only for the lash. Manipulative drow delight in 
  exploiting the weak character of humans. While they claim 
  no kinship with fetchlings, the drow harbor a curiosity 
  toward the shadow race, as both are adaptations of races 
  exposed to extreme and dangerous conditions. Finally, the 
  drow’s hatred of elves sets these beings apart from all other 
  races, and the dark elves desire nothing more than to ruin 
  everything about their surface cousins.
  Alignment and Religion: Drow place a premium on 
  power and survival, and are unapologetic about any vile 
  choices they might make to ensure their survival. After 
  all, they do not just survive adversity—they conquer it. 
  They have no use for compassion, and are unforgiving 
  of their enemies, both ancient and contemporary. Drow 
  retain the elven traits of strong emotion and passion, 
  but channel it through negative outlets, such as hatred, 
  vengeance, lust for power, and raw carnal sensation. 
  Consequently, most drow are chaotic evil. Demon lords 
  are their chosen patrons, sharing their inclination 
  toward power and destruction, and they also favor the 
  goddess Lamashtu.
  Adventurers: Conquerors and slavers, drow are driven 
  to expand their territory, and many seek to settle ancient 
  grudges upon elven and dwarven nations in ruinous 
  and dreary sites of contested power on the surface. Male 
  drow favor martial or stealth classes that put them close 
  to their enemies and their homes, as either soldiers or 
  spies. Female drow typically assume classes that lend 
  themselves to leadership, such as bards and especially 
  clerics. Both genders have an innate talent for the arcane 
  arts, and may be wizards or summoners. Drow make 
  natural antipaladins, but males are often discouraged 
  from this path, as the feminine nobility feel discomforted 
  by the idea of strong-willed males with autonomous 
  instincts and a direct relationship with a demon lord.
  Male Names: Arcavato, Drovic, Firyin, Kaelmourn, 
  Mirrendier, Pharnox, Syrendross, Zov.
  Female Names: Belmarniss, Cylellinth, Ilvaria, Johysis, 
  Loscivia, Tyvorhan, Ulumbralya, Volundeil.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing drow racial traits. Consult your GM before 
  selecting any of these new options.
  Ambitious Schemer: Seduction and treachery are tools 
  for advancement in drow society, even for the martially 
  inclined. Drow with this racial trait may choose either 
  Bluff or Diplomacy as a class skill, and gain a +2 bonus 
  on such skill checks. This racial trait replaces keen sight.
  Ancestral Grudge: The enmity between the drow 
  and elves and dwarves is long-standing and deeply 
  entrenched. Drow with this racial trait gain a +1 bonus 
  on attack rolls against humanoids with the dwarf or elf 
  subtypes (with the exception of drow) because of their 
  special training against these reviled foes. This racial 
  trait replaces poison use.
  Blasphemous Covenant: Since their twisted beginnings, 
  the drow have consorted with demons. Some drow have 
  strong ties with these creatures and may call upon ancient 
  and obscene associations to sway demonic cooperation. 
  Drow with this racial trait gain a +2 bonus on Diplomacy 
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  checks made against unbound creatures with the demon 
  subtype. Furthermore, demons conjured with any summon 
  spell gain +2 hit points per Hit Die. Lastly, the cost of 
  bribes or offerings for any planar ally spell cast by these 
  drow to summon a demon is reduced by 20%. This racial 
  trait replaces keen senses and poison use.
  Darklands Stalker: The lands outside of drow 
  cities, from rough-hewn tunnels to rocky caverns, are 
  treacherous to navigate. Drow with this racial trait may 
  move through difficult terrain without penalty while 
  underground. In addition,  drow  with a Dexterity of 13 
  or higher gain Nimble Moves as a bonus feat. This racial 
  trait replaces the spell-like abilities racial trait.
  Seducer: Certain drow possess an innate understanding 
  of the darkest desires that lurk in every heart. Drow with 
  this racial trait add +1 to the saving throw DCs for spells 
  and spell-like abilities of the enchantment school. In 
  addition, drow with a Wisdom score of 15 or higher may 
  use charm person once per day as a spell-like ability (caster 
  level equal to the drow’s character level). This racial trait 
  replaces drow immunities. 
  Surface Infiltrator: Some drow dwell close to the 
  surface lands, either because they serve drow causes or 
  they were exiled. Drow with this racial trait gain low-
  light vision, allowing them to see twice as far as humans 
  in conditions of dim light. This racial trait replaces the 
  darkvision and light blindness racial traits. 
  FAVORED CLASS OPTIONS
  The following options are available to all drow who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add +10 minutes to the duration of the 
  alchemist’s mutagens.
  Antipaladin: The antipaladin adds +1/4 to the number 
  of cruelties he can inflict.
  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.
  Drow Racial Traits
  +2 Dexterity, +2 Charisma, –2 Constitution: Drow are nimble and 
  manipulative.
  Elf: Drow are humanoids with the elf subtype.
  Medium: Drow are Medium creatures and receive no bonuses or 
  penalties due to their size.
  Normal Speed: Drow have a base speed of 30 feet.
  Darkvision: Drow can see in the dark up to 120 feet.
  Drow Immunities: Drow are immune to magic sleep effects and 
  gain a +2 racial bonus on saving throws against enchantment 
  spells and effects.
  Keen Senses: Drow gain a +2 racial bonus on Perception checks.
  Poison Use: Drow are skilled in the use of poison and never risk 
  accidentally poisoning themselves.
  Spell Resistance: Drow possess spell resistance equal to 6 plus 
  their class levels.
  Spell-Like Abilities: A drow can cast dancing lights, darkness, and 
  faerie fire, once each per day, using her total character level as her 
  caster level.
  Light Blindness: Abrupt exposure to bright light blinds drow for 1 round; 
  on subsequent rounds, they are dazzled as long as they remain in the 
  affected area.
  Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and 
  short sword.  
  Languages: Drow begin play speaking Elven and Undercommon. 
  Drow with high Intelligence scores can choose from the following 
  languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome,  
  or Goblin.
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  Featured Races
  Featured Races 2
  
  Fighter: Choose the disarm or reposition combat 
  maneuver. Add +1/3 to the fighter’s CMB when attempting 
  this maneuver (maximum bonus of +4).
  Rogue: Add a +1/2 bonus on Bluff checks to feint and 
  pass secret messages.
  Sorcerer: Add one spell known from the sorcerer 
  spell list. This spell must have the curse, evil, or pain 
  descriptor, and be at least one level below the highest 
  spell level the sorcerer can cast.
  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 +1/2 to the number of uses per day of that arcane 
  school power.
  RACIAL ARCHETYPES
  The following racial archetypes are available to drow.
  Cavern Sniper (Fighter)
  Perfectly at home in the darkness, the cavern sniper 
  capitalizes on stealth and ranged attacks imbued with his 
  spell-like abilities to harass his opponents. The cavern 
  sniper focuses on surprise, his innate magical abilities, 
  and poison to take down unwary foes. The cavern sniper 
  has the following class features.
  Class Skills: The cavern sniper adds Stealth to his list 
  of class skills and removes Intimidate from his list of 
  class skills.
  Imbued Shot (Su): At 1st level, the cavern sniper gains 
  the ability to imbue his arrows or bolts with the effect 
  of one of his drow faerie fire, darkness, or deeper darkness 
  spell-like abilities (provided he has access to the ability) 
  as a swift action. When such an arrow or bolt is fired, the 
  spell’s area is centered where the arrow or bolt lands. If 
  the target of the attack has a space larger than 5 feet, the 
  cavern sniper can choose which square of the creature’s 
  space is the center of the spell-like ability’s effect, as 
  long as that square is within line of sight of the cavern 
  sniper. The cavern sniper can instead choose to target a 
  single square within line of sight with an imbued arrow 
  or bolt, and uses that square as the center of the spell-like 
  ability’s area of effect on a hit (AC 5). The arrow must be 
  fired during the round it was imbued, or the spell-like 
  ability is wasted. If the arrow or bolt misses, the use of 
  the spell-like ability is wasted. This ability replaces the 
  1st-level fighter bonus feat.
  Silent Shooter (Ex): At 2nd level, a cavern sniper gains 
  a +2 bonus on Stealth checks made when loading a bow or 
  crossbow, poisoning ammunition, and making sniping 
  attempts. This bonus increases by +2 for every four levels 
  beyond 2nd. This ability replaces bravery. 
  Quick and Deadly (Ex): At 4th level, the cavern sniper can 
  move at full speed while using Stealth at no penalty and can 
  apply poison to a single arrow or crossbow bolt as a swift 
  action. This ability replaces the 4th-level fighter bonus feat.
  Sniper Training (Ex): At 5th level, the cavern sniper 
  chooses the bow or crossbow weapon group and gains a 
  +2 bonus on attack rolls and damage rolls. This bonus 
  increases by +1 for every four levels beyond 5th. This 
  ability replaces weapon training 1, 3, and 4.
  Greater Imbued Shot (Su): At 9th level, the cavern 
  sniper gains two extra uses of both his faerie fire and 
  darkness spell-like abilities, but can only use these extra 
  uses to imbue arrows and bolts with the imbued shot 
  class feature. This ability replaces weapon training 2. 
  Weapon Mastery (Ex): At 20th level, when the cavern 
  sniper gains weapon mastery, he must choose a weapon 
  in either the bow or crossbow weapon group. 
  Demonic Apostle (Cleric)
  In order to survive, the drow threw in their lot with 
  demon lords. Thus, demon worship is common among 
  the drow, and so are ranks of demonic apostles, who gain 
  magical insight from their dark lords and crush their 
  chaotic masters’ enemies by channeling demonic energy. 
  A demonic apostle has the following class features.
  Demonic Magic: A demonic apostle must choose to 
  channel negative energy, and must select either the Chaos 
  or Evil domain or the Demon subdomain (Advanced 
  Player’s Guide 89) as her sole domain.
  Demonic Familiar: At 1st level, a demonic apostle gains 
  a familiar as a wizard equal to her cleric level, or if she 
  already has a familiar, her cleric levels stack to determine 
  the familiar’s abilities. At 3rd level, her familiar gains the 
  fiendish template (Bestiary 294). At 7th level, the demonic 
  apostle exchanges her familiar for a quasit without the 
  need to take the Improved Familiar feat.
  Demonic Channel (Su): At 1st level, a demonic apostle can 
  channel demonic energy to damage creatures of lawful and 
  good alignment, or, at higher levels, bolster the abilities of 
  chaotic evil allies. 
  Channeling this energy causes a 30-foot-radius burst 
  centered on the cleric. Creatures within the burst that are 
  lawful or good take 1d6 points of damage, plus 1d6 points 
  of damage for every two levels the cleric possesses beyond 
  1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take 
  damage from the channeled demonic energy receive a 
  Fortitude save to halve the damage. The DC of this save is 
  equal to 10 + 1/2 the demonic apostle’s level + the demonic 
  apostle’s Charisma modifier. Lawful good creatures take 
  a –2 penalty on this saving throw. At 5th level, chaotic 
  evil allies within the burst are affected as if targeted by a 
  rage spell with a duration of 1 round. At 9th level, lawful 
  or good enemies are also sickened for 1d6 rounds if they 
  fail their saving throw against the demonic channel. 
  Channeling demonic energy is a standard action that 
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  does not provoke attacks of opportunity. This ability 
  replaces channel energy. 
  NEW RACIAL RULES
  The following options are available to drow. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Drow Equipment
  Drow have access to the following equipment.
  Riding Bat: Considered to be the fastest nonmagical 
  transport in the Darklands, dire bats (Bestiary 30) are 
  domesticated in captivity to serve as riding animals. 
  Stables that accommodate these massive creatures are only 
  commonly found in drow cities built in larger underground 
  caverns, owing to the greater space required for training 
  and exercise, though some drow outriders fly them almost 
  to the surface. These creatures require exotic saddles to ride.
  Riding Gecko: Larger than even what is commonly 
  referred to as a giant gecko, these mammoth lizards have 
  been specifically bred to be used as mounts for the drow. 
  Prized for their ability to run along cave ceilings and sheer 
  walls, these creatures require exotic saddles to ride. Use 
  the statistics for a giant gecko with the giant template 
  (Pathfinder RPG Bestiary 3 186, 291).
  Spider Sac: Despite their name, spider sacs have 
  nothing to do with spiders but rather are alchemical 
  devices with a unique delivery system. Used for climbing 
  as well as combat, these grayish, gourdlike pouches are 
  made of a specially grown fungus with a tough but rubbery 
  exterior. The fungoid is carefully harvested, pierced at 
  one end, hollowed out, and then injected with a strong 
  alchemical adhesive that hardens to a fibrous material 
  almost instantly when exposed to air. When squeezed, a 
  spider sac’s adhesive shoots out to a maximum range of 
  10 feet and sticks to whatever it strikes, whereupon the 
  strand dries instantly into a durable fibrous rope. For the 
  purposes of climbing, treat a spider sac as a grappling 
  hook except that all surfaces are AC 5. A spider sac can also 
  be used as a lasso (Advanced Player’s Guide 178) except with 
  AC 10, 4 hit points, and a DC 24 Strength check to burst. A 
  spider sac is a single-use item.
  Drow Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Spider sac 
  30 gp 
  1 lb. 
  20
  Drow Mounts
  Mount 
  Cost 
  Weight
  Bat, dire, riding 
  300 gp 
  —
  Bat, dire, riding (combat trained) 
  450 gp 
  —
  Gecko, riding 
  300 gp 
  —
  Gecko, riding (combat trained) 
  400 gp 
  —
  Drow Feats
  Drow have access to the following feats.
  Drow Nobility
  Your blood courses with power, granting you greater 
  spell-like abilities.
  Prerequisites: Able to use drow spell-like abilities, drow.
  Benefit: You may use detect magic as a spell-like ability 
  at will, and add feather fall and levitate to the spell-like 
  abilities that you may use once each per day. Your caster 
  level is equal to your character level.
  Greater Drow Nobility
  You have mastered the lesser spell-like abilities of the 
  drow, demonstrating true nobility.
  Prerequisites: Cha 13, Drow Nobility, Improved Drow 
  Nobility, able to use drow spell-like abilities, drow.
  Benefit: Your detect magic spell-like ability is now 
  constant. You may use your dancing lights, deeper darkness, 
  faerie fire, feather fall, and levitate spell-like abilities at will.
  Improved Drow Nobility
  Your magical heritage is more potent than that of your 
  peers, as demonstrated by your superior spell-like abilities.
  Prerequisites: Cha 13, Drow Nobility, able to use drow 
  spell-like abilities, drow.
  Benefit: You may use your dancing lights, faerie fire, 
  feather fall, and levitate spell-like abilities twice per day. 
  Your darkness spell-like ability instead becomes deeper 
  darkness, which you may use twice per day.
  Improved Umbral Scion
  You are a master of drow noble magic.
  Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater 
  Drow Nobility, Improved Drow Nobility, Umbral Scion, 
  able to use drow spell-like abilities, drow.
  Benefit: You may use dispel magic, divine favor, and 
  suggestion once per day as spell-like abilities. Your caster 
  level is equal to your character level.
  Noble Spell Resistance
  Your ascension is complete; you have the spell resistance 
  approaching that of a demon.
  Prerequisites: Cha 13, Wis 13, Greater Drow Nobility, 
  character level 13th, drow.
  Benefit: Your spell resistance is equal to 11 + your 
  character level.
  Special: You receive a +1 circumstance bonus on 
  Diplomacy and Intimidate checks made against any drow.
  Shadow Caster
  Your command over shadow and darkness create longer-
  lasting spell effects.
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  Featured Races
  Featured Races 2
  
  Prerequisites: Caster level 1st, drow.
  Benefit: When you cast spells of the shadow subschool 
  or spells with the darkness descriptor, you are considered 
  two levels higher when determining the duration of 
  those spells.
  Spider Step
  You tread where only arachnids dare. 
  Prerequisites: Character level 3rd, drow.
  Benefit: You can cast spider climb once per day as 
  a spell-like ability, using your character level as the 
  caster level. Furthermore, you gain a +4 bonus on saving 
  throws against the web special attacks of spiders and the 
  effects of web and other similar spells (such as the web 
  cloud spell). 
  Spider Summoner
  You gain the ability to summon powerful spiders. 
  Prerequisites: Ability to cast summon monster or summon 
  nature’s ally spells, drow.
  Benefit: When casting either a summon monster spell 
  or a summon nature’s ally spell, your options increase. 
  Depending on the level of the spell, you can summon the 
  spiders listed below.
  Summon Monster: 1st level—giant crab spider* (Bestiary 
  3 254); 4th level—giant black widow* (Bestiary 2 256); 
  5th level—ogre spider* (Bestiary 3 256); 7th level—giant 
  tarantula* (Bestiary 2 256)
  Summon Nature’s Ally: 1st level—giant crab spider 
  (Bestiary 3 254); 4th level—giant black widow (Bestiary 2 
  256); 5th level—ogre spider (Bestiary 3 256); 7th level—
  giant tarantula (Bestiary 2 256)
  Creatures marked with an asterisk (*) are summoned 
  with the celestial template if you are good, and the 
  fiendish template if you are evil. If you are neutral, you 
  may choose which template to apply to the creature. 
  Furthermore, when you summon spiders using summon 
  monster or summon nature’s ally, the DC of the summoned 
  monster’s poison and web effects increases by 2. 
  Umbral Scion
  New spell-like abilities are unlocked for you as you rise to 
  ascendency among the drow people.
  Prerequisites: Cha 13, Wis 13, Drow Nobility, Greater 
  Drow Nobility, Improved Drow Nobility, able to use drow 
  spell-like abilities, drow.
  Benefit: Select one of the following: dispel magic, divine 
  favor, or suggestion. You may use this spell once per day 
  as a spell-like ability. Your caster level is equal to your 
  character level.
  Drow Magic Items
  Drow have access to the following magic items.
  GLOOM BLADE
  Aura strong evocation; CL 13th
  Slot none; Price 8,810 gp; Weight 2 lbs.
  DESCRIPTION
  As black as coal, this short sword grows more potent the 
  farther it is kept from light. It acts as a +1 short sword when 
  in dim light. In darkness, it acts as +2 short sword. When 
  surrounded by supernatural darkness, such as in an area 
  of deeper darkness, it acts a +2 short sword and bestows the 
  benefit of the Blind-Fight feat to its wielder. In daylight or 
  bright illumination, the sword temporarily loses all its magical 
  enhancement bonuses and acts as a masterwork weapon, 
  though it resumes its magical functions once it is no longer in 
  the bright light.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, deeper darkness; 
  Cost 4,560 gp 
  LIVING GARMENTS
  Aura faint transmutation; CL 3rd
  Slot body; Price 5,000 gp; Weight 2 lbs.
  DESCRIPTION
  These sheer and silky robes, many of which are made of 
  spider silk, are of the finest quality. On command, a living 
  garment can make a number of subtle adjustments to itself, 
  including coloring, fit, and basic design, accommodating and 
  accentuating whatever mood the wearer wishes to convey. 
  It always remains clean, and automatically repairs damage 
  to itself at a rate of 1 hit point per round (hardness 0, 4 hit 
  points). It also grants the wearer a +5 competence bonus on 
  Diplomacy checks. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, eagle’s splendor, mending, 
  prestidigitation, creator must be a drow; Cost 2,500 gp
  ROD OF SHADOWS
  Aura moderate abjuration; CL 8th
  Slot none; Price 64,305 gp; Weight 5 lbs. 
  DESCRIPTION 
  This ebon rod is so dark it seems to absorb the light around 
  it. The rod functions as a +2 light mace, and allows its 
  wielder to see in darkness as if it had the see in darkness 
  ability (Bestiary 2 301). Three times per day, the wielder can 
  use it to create a deeper darkness effect (caster level 8th). 
  To use this ability, the rod’s wielder must touch the object 
  affected, which is a standard action that provokes attacks  
  of opportunity.
  CONSTRUCTION
  Requirements Craft Rod, deeper darkness, true seeing; Cost 
  32,305 gp
  Drow Spells
  Drow have access to the following spells.
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  ANCESTRAL REGRESSION
  School transmutation (polymorph); Level alchemist 2, 
  antipaladin 3, cleric 2, sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target willing drow touched
  Duration 24 hours (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target drow transforms into a surface elf. The drow loses 
  her darkvision and light-blindness racial traits and gains the 
  low-light vision racial trait in their place. The alignment and 
  personality of the drow are not affected by the transformation, 
  but the spell conceals her alignment as an undetectable 
  alignment spell. The spell grants the target a +10 bonus on 
  Disguise checks to pass as an elf, though she appears to be an 
  elven analog of herself and can be recognized as such by other 
  drow who know her.
  WEB BOLT
  School conjuration (creation); Level magus 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect fist-sized blob of webbing
  Duration 1 min./level
  Saving Throw Reflex negates; see text; Spell 
  Resistance no
  You launch a ball of webbing at a target, which must make 
  a save or be affected as if by a web spell occupying only 
  the creature’s space. If the creature saves or breaks free of 
  the webbing, the remaining webs dissolve and the square 
  is not considered difficult terrain. The spell has no effect if 
  the target is not on or adjacent to a solid surface that can 
  support the webbing.
  WEB CLOUD
  School conjuration (creation); Level sorcerer/
  wizard 4, witch 4 
  Casting Time 1 standard action
  Component V, S
  Range medium (100 ft. + 10 ft./level)
  Effect cloud spreads in 20-ft. radius, 20 ft. high
  Duration 1 minute/level
  Saving Throw Reflex partial; see text; Spell Resistance no 
  You create a cloud of flame-resistant strands 
  of adhesive webbing that billows and flows 
  much like a cloudkill spell. The cloud 
  moves away from you at a rate of 10 feet 
  per round, rolling along the surface of 
  the ground.
  Figure out the cloud’s new spread each round based on 
  its new point of origin, which is 10 feet farther away from 
  the point of origin where the caster cast the spell. Creatures 
  trapped in the webbing remain trapped even after the cloud 
  passes, but the area the cloud leaves behind does not count 
  as difficult terrain.
  Because the webbing is heavier than air, it sinks to the 
  lowest level of the land, even pouring down den or sinkhole 
  openings. The cloud of webbing cannot penetrate liquids, 
  nor can it be cast underwater. 
  The cloud otherwise acts like a web spell. A creature in the 
  cloud at the start of its turn must save against the cloud or 
  be affected. The webbing of this spell is flammable (see the 
  web spell), but has fire resistance 5.
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  Featured Races
  Featured Races 2
  
  Fetchlings 
  Descended from humans trapped on the Shadow Plane, 
  fetchlings are creatures of darkness and light intertwined. 
  Generations of contact with that strange plane and its 
  denizens have made fetchlings a race apart from humanity. 
  While fetchlings acknowledge their origins, they exhibit 
  little physical or cultural resemblance to their ancestors on 
  the Material Plane, and are often insulted when compared 
  to humans. Some members of the race also take offense 
  at the name fetchling, as it was given to them by humans 
  who saw them as little more than fetchers of rare materials 
  from the Shadow Plane. Most fetchlings instead prefer to 
  be called kayal, a word borrowed from Aklo that roughly 
  translates to “shadow people” or “dusk dwellers.”  
  Infused with the essence of the Shadow Plane and 
  possessing human blood commingled with that of the 
  Shadow Plane’s natives, fetchlings have developed traits 
  and abilities that complement their native plane’s bleak 
  and colorless terrain. Though most fetchlings treat the 
  Shadow Plane as home, they often trade and deal with 
  creatures of the Material Plane. Some fetchlings go so 
  far as to create enclaves on the Material Plane in order 
  to establish alliances and trade routes in areas where the 
  boundary between the two planes is less distinct. These 
  fetchlings often serve as merchants, middlemen, and 
  guides for races on both sides of the planar boundary. 
  Physical Description: Superficially, fetchlings resemble 
  unnaturally lithe—bordering on fragile—humans. Their 
  adopted home has drained their skin and hair of bright 
  colors. Their complexion ranges from stark white to 
  deep black, and includes all the various shades of gray 
  between those two extremes. Their eyes are pupilless and 
  pronounced, and they typically glow a luminescent shade 
  of yellow or greenish yellow, though rare individuals 
  possess blue-green eyes. While their hair tends to be stark 
  white or pale gray, many fetchlings dye their hair black. 
  Some members of higher station or those who dwell on the 
  Material Plane dye their hair with more striking colors, 
  often favoring deep shades of violet, blue, and crimson.
  Society: Fetchling are adaptable creatures, and as such 
  display no singular preference for moral philosophy 
  or the rule of law. Most mimic the cultural norms and 
  governmental structures of those they live near or the 
  creatures they serve. While fetchlings are arguably the 
  most populous race on the Shadow Plane, they rarely rule 
  over their own kind; most serve as vassals or subjects 
  to the great umbral dragons of their homeland, or the 
  bizarre nihiloi who dwell in the deeper darkness. Above 
  all, fetchlings are survivors. Their tenacity, versatility, and 
  devious pragmatism have helped them survive the harsh 
  environs of the Shadow Plane and plots of the powerful 
  creatures dwelling within it. On the Material Plane, 
  especially if unable to return to their home plane at will, 
  fetchlings tend to cluster in small, insular communities 
  of their own kind, mimicking the cultural norms and 
  political structures of those they trade with.
  Relations: Because of their shared ancestry, fetchlings 
  interact most easily with humans, though they also find 
  kinship with gnomes and other races that were cut off 
  from their home planes or are not native to the Material 
  Plane. Their pragmatism and adaptable nature put them 
  at odds with warlike or destructive races, and when they 
  do have to deal with orcs, goblinoids, or other savage 
  cultures, fetchlings will often play the part of the fawning 
  sycophant, a tactic learned from serving umbral dragons 
  and one they see as key to their race’s survival. Strangely, 
  their relationship with dwarves and elves are rather 
  strained. Dwarves find fetchlings duplicitous and creepy, 
  while the tension with elves is so subtle and inexplicable 
  that both races find it difficult to explain. 
  Alignment and Religion: Fetchlings—especially those 
  living outside the Shadow Plane—worship a wide variety 
  of gods. On the Shadow Plane, fetchlings primarily 
  worship Desna and Zon-Kuthon, though while the former 
  is venerated, the latter is more placated than worshiped. A 
  smaller number of evil fetchlings worship demon lords of 
  darkness and lust.
  Adventurers: The Shadow Plane’s ever-present hazards 
  pose great danger to fetchling adventurers, but also great 
  opportunity. Because of their servile status on their home 
  plane, however, most fetchlings prefer to adventure on the 
  Material Plane, which often offers more freedom and trading 
  opportunities between the two planes. Fetchlings make 
  excellent ninjas, oracles, rangers, rogues, and summoners.
  Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.
  Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing fetchling racial traits. Consult your GM before 
  selecting any of these new options.
  Emissary: Rare fetchlings excel in the role of emissary 
  between the Shadow Plane and the Material Plane. Once 
  per day, such a fetchling can roll twice when making a 
  Bluff or Diplomacy check and take the better roll. This 
  racial trait replaces shadow blending. 
  Gloom Shimmer: Some fetchlings can manipulate 
  shadowy energy in order to displace their location instead 
  of transporting between shadows. Upon reaching 9th level, 
  instead of gaining shadow walk as a spell-like ability, these 
  fetchlings gain displacement as a spell-like ability usable 
  twice per day. For this ability, a fetchling’s caster level is 
  equal to his total Hit Dice. This racial trait modifies the 
  spell-like ability racial trait.  
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  Shadow Magic: Fetchlings who spend their time studying 
  the subtle magic of their adopted plane gain arcane insights 
  on the use of shadow spells. These fetchlings gain a +1 racial 
  bonus to the DC of any illusion (shadow) spells they cast. 
  This racial trait replaces the skilled racial trait. 
  Subtle Manipulator: Rather than taking on the forms 
  of others, some fetchling are adept at destroying the 
  memories of other creatures. Instead of gaining disguise self 
  as a spell-like ability, such fetchlings can use memory lapse 
  (Advanced Player’s Guide 232) once per day as a spell-like 
  ability. For this ability, a fetchling’s caster level is equal to 
  his total Hit Dice. This racial trait modifies the spell-like 
  ability racial trait.
  World Walker: Fetchlings who have spent most of their 
  lives on the Material Plane can become more acclimated 
  to their new environments. Instead of gaining a +2 racial 
  bonus on Knowledge (planes) checks, these fetchlings 
  gain a +1 racial bonus on Knowledge (nature) and 
  Knowledge (local) checks. This racial trait modifies the 
  skilled racial trait. 
  FAVORED CLASS OPTIONS
  The following options are available to all fetchlings 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Oracle: Treat the oracle’s level as +1/3 higher for the 
  purposes of determining which of its racial spell-like 
  abilities it can use.
  Ranger: Add a +1/2 bonus on Perception and Survival 
  checks made on the Plane of Shadow.
  Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand 
  checks made while in dim light or darkness. 
  Sorcerer: Add +1/2 to either cold or electricity resistance 
  (maximum resistance 10 for either type).
  Summoner: The summoner’s eidolon gains resistance 1 
  against either cold or electricity. Each time the summoner 
  selects this reward, he increases his eidolon’s resistance to 
  one of those energy types by 1 (maximum 10 for any one 
  energy type).
  Wizard: Add one spell from the wizard spell list to 
  wizard’s spellbook. The spell 
  must be at or below the 
  highest level he can cast 
  and be of the illusion 
  (shadow) 
  subschool 
  or have the darkness 
  descriptor.
  Fetchling Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom: Fetchlings are quick and forceful, but often 
  strange and easily distracted by errant thoughts.
  Native Outsider: Fetchlings are outsiders with the native subtype.
  Medium: Fetchlings are Medium creatures and receive no bonuses or penalties 
  due to their size.
  Normal Speed: Fetchlings have a base speed of 30 feet.
  Darkvision: Fetchlings can see in the dark up to 60 feet.
  Low-Light Vision: Fetchlings can see twice as far as humans in conditions of 
  dim light.
  Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth 
  checks.
  Shadow Blending (Su): Attacks against a fetchling in dim light have a 
  50% miss chance instead of the normal 20% miss chance. This ability 
  does not grant total concealment; it just increases the miss chance.
  Shadowy Resistance: Fetchlings have cold resistance 5 and electricity 
  resistance 5.
  Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like 
  ability. He can assume the form of any humanoid creature using this spell-like ability. 
  When a fetchling reaches 9th level in any combination of classes, he gains shadow 
  walk (self only) as a spell-like ability usable once per day, and at 13th level, he 
  gains plane shift (self only, to the Shadow Plane or the Material Plane only) 
  usable once per day. A fetchling’s caster level is equal to his total Hit Dice.
  Languages: Fetchlings begin play speaking Common. Fetchlings with a high 
  Intelligence scores can choose from the following: Aklo, Aquan, Auran, 
  Draconic, D’ziriak (understanding only, cannot speak), Ignan, Terran, and 
  any regional human tongue.
  109
  109
  Featured Races
  Featured Races 2
  
  RACIAL ARCHETYPES 
  The following racial archetypes are available to fetchlings.
  Dusk Stalker (Ranger)
  Hunters and guides through the Shadow Plane, dusk 
  stalkers are rangers that thrive in shadow. Adept at 
  hunting in dusk, darkness, and twilight, these rangers 
  excel at manipulating shadows. 
  Class Skills: The dusk stalker adds Knowledge (planes) 
  to his list of class skills and removes Knowledge (nature) 
  from his list of class skills.
  Shadow Guide: When a dusk stalker gains the favored 
  terrain ability, that ability is modified in the following 
  ways. At 3rd level, a dusk stalker picks his primary terrain 
  normally, but only gains a +1 bonus on those checks while 
  on a plane other than the Shadow Plane, and gains a +3 
  bonus on those checks while on the Shadow Plane. Each 
  time he chooses to add a bonus in a favored terrain, he gains 
  a +1 bonus on those checks while on a plane other than the 
  Shadow Plane, and gains a +3 bonus on those checks while 
  on the Shadow Plane. This ability modifies favored terrain. 
  Shadow Bond (Su): At 4th level, a dusk stalker creates a 
  mystical bond with shadows. The shadows around a dusk 
  stalker weave and swirl, confusing his enemies. When a 
  dusk stalker is fighting in dim light or darkness (magical or 
  otherwise), he gains a +4 insight bonus on Acrobatics checks 
  made to move through an enemy’s threatened area or through 
  its space. Furthermore, a number of times per day equal to his 
  Wisdom modifier, the dusk stalker can manipulate shadows 
  in a 5-foot square within 30 feet. That square must be in an 
  area of dim light or darkness (magical or otherwise). Enemies 
  with an Intelligence score within or adjacent to that 5-foot 
  square take a –2 penalty to AC and on Reflex saving throws. 
  The harassing shadows last for 1 round. This is a mind-
  affecting fear effect. This ability replaces hunter’s bond. 
  Dark Sight (Su): At 12th level, a dusk stalker gains 
  the see in darkness ability (Bestiary 2 301). This ability 
  replaces camouflage. 
  Shadow Caller (Summoner)
  While most summoners can call any manner of creature from 
  across the planes to serve them in combat, supplementing 
  the skills of their eidolon with a diverse range of creatures, 
  others eschew this broad utility and instead concentrate 
  upon calling forth entities from the Shadow Plane. A 
  shadow caller has the following class features.
  Class Skills: The shadow caller adds Stealth to his list 
  of class skills and removes Use Magic Device from his list 
  of class skills.
  Shadow Summoning (Sp): When a shadow caller uses 
  his summon monster ability or casts the summon monster 
  spell, he typically summons creatures from the Shadow 
  Plane or creatures closely associated with shadow. When 
  a creature on the summon monster spell list indicates that 
  it is summoned with either the celestial or the fiendish 
  template based on the alignment of the caster, the creature 
  summoned by the shadow caller has the shadow creature 
  template instead (see sidebar). Furthermore, the summon 
  monster lists are modified in the following ways (these 
  changes also apply to using a higher-level summon spell 
  to summon multiple creatures from a lower-level list).
  Summon Monster I: No changes.
  Summon Monster II: A shadow caller cannot summon 
  Small elementals or lemures, but instead can summon 
  zoogs (Bestiary 3 288). 
  Summon Monster III: A shadow caller cannot summon 
  dretches or lantern archons, but can summon augur 
  kytons (Bestiary 3 171). 
  Summon Monster IV: A shadow caller cannot summon 
  Medium elementals, hell hounds, hound archons, or 
  mephits, but can summon allips (Bestiary 3 12), gloomwings 
  (Bestiary 2 133), and shadows (Bestiary 245). 
  Summon Monster V: A shadow caller cannot summon 
  babau, bearded devils, bralani azatas, Large elementals, 
  salamanders, or xills, but can summon shadow mastiffs 
  (Bestiary 3 241) and shae (Bestiary 3 242).
  Summon Monster VI: A shadow caller cannot summon 
  Huge elementals, erinyes, lillend azatas, or succubi, but 
  can summon cloakers (Bestiary 47). 
  Summon Monster VII: A shadow caller cannot summon 
  bebiliths, bone devils, greater elementals, or vrocks, but 
  can summon greater shadows (Bestiary 245). 
  Shadow Creature (CR +1)
  Creatures with the shadow creature template dwell on the 
  Shadow Plane, only rarely venturing onto other, brighter 
  planes, and can be summoned by shadow callers. A 
  shadow creature’s CR increases by +1. A shadow creature’s 
  quick and rebuild rules are the same.
  Rebuild Rules: Senses gains darkvision and low-light 
  vision 60 ft.; Defensive Abilities gains energy resistance 
  and DR as noted on the table below; SR gains SR equal 
  to new CR + 5; Special Abilities Shadow Blend (Su) In any 
  condition of illumination other than bright light, a shadow 
  creature blends into the shadows, giving it concealment 
  (20% miss chance). A shadow creature can suspend or 
  resume this ability as a free action.
  Shadow Creature Defenses
  Hit Dice 
  Resist Cold and Electricity 
  DR
  1–4 
  5 
  —
  5–10 
  10 
  5/magic
  11+ 
  15 
  10/magic
  110110
  
  Summon Monster VIII: A shadow caller can only summon 
  derghodaemons (Bestiary 3 66) and young umbral dragons 
  (Bestiary 2 102).
  Summon Monster IX: A shadow caller can only summon 
  interlocutor kytons (Bestiary 3 174) and nightwings (Bestiary 
  3 203).
  This ability otherwise functions as and replaces the 
  summoner’s normal summon monster spell-like abilities.
  Shadow Eidolon: A shadow caller’s eidolon is at once 
  a thing of shadow called from the deep of the Shadow 
  Plane and his own shadow; the two are inseparable. When 
  his eidolon manifests, his shadow lengthens and finally 
  detaches from him as a creature unto itself. For as long as 
  the shadow caller’s eidolon is manifested, he and the eidolon 
  do not have distinct shadows, regardless of the presence or 
  absence of light. This lack of a shadow replaces the magical 
  symbol that identifies the summoner and his eidolon.
  This ability alters the summoner’s eidolon ability. 
  New Evolutions
  The following evolutions are available to all summoners.
  2-Point Evolutions
  Shadow Blend (Su): In any condition of illumination 
  other than bright light, the eidolon disappears into the 
  shadows, giving it concealment (20% miss chance). If 
  it has the shadow form evolution, it instead gains total 
  concealment (50% miss chance). The eidolon can suspend 
  or resume this ability as a free action.
  Shadow Form (Su): The eidolon’s body becomes shadowy 
  and more indistinct. This shadow form grants the eidolon 
  constant concealment (20% miss chance), and its melee 
  attacks affect incorporeal creatures as if it had the ghost 
  touch weapon property. The eidolon’s melee attacks deal 
  only half damage to corporeal creatures.
  NEW RACIAL RULES
  The following options are available to fetchlings. At the 
  GM’s discretion, other appropriate races may make use of 
  some of these new rules.
  Fetchling Equipment
  The following alchemical items either boost the strange 
  physiology of fetchlings or augment their abilities to 
  manipulate shadow and darkness.
  Darklight Lantern: This lantern does not burn oil, but 
  instead burns shadowcloy (see below). When shadowcloy 
  is used as its fuel, this lantern creates a strange, hazy 
  darkness that decreases the light level for 30 feet around 
  it by one step (Core Rulebook 172). Unlike when shadowcloy 
  is thrown at a single target, this haze does not decrease 
  natural  darkness to supernatural darkness. One flask of 
  shadowcloy fuels a darklight lantern for 1 minute. 
  Gloom Sight Goggles: These nonmagical goggles are 
  set with a piece of alchemically treated, black, obsidianlike 
  stone found in the mountainous regions of the Shadow 
  Plane. Gloom sight goggles interact with the unique eyes of 
  fetchlings in such a way that when the goggles are worn over 
  both eyes, they expand the range of a fetchling’s darkvision 
  to 90 feet, but the fetchling also gains the light sensitivity 
  weakness (Bestiary 301). Other races cannot see through the 
  lenses of these goggles, and they have no affect on fetchlings 
  whose eyes have been modified by the Gloom Sight feat. 
  Though they are alchemical rather than magical in nature, 
  these goggles take up the magic item eye slot.
  Shadowcloy: This thin black liquid is stored in airtight 
  flasks because it evaporates quickly when exposed to air. 
  Its cloying vapors cling to a target, obscuring vision for 
  a short period of time. You can throw a shadowcloy flask 
  as a splash weapon with a range increment of 10 feet. A 
  direct hit means the target treats the ambient light as 
  one category darker than normal (Core Rulebook 172), 
  with a creature already in natural darkness treating it 
  as supernatural darkness. This effect lasts for 1 round. 
  A thrown shadowcloy flask has no effect on adjacent 
  creatures or if it misses.
  Fetchling Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Darklight lantern  
  20 gp 
  3 lbs. 
  —
  Gloom sight goggles 
  200 gp 
  — 
  25
  Shadowcloy flask 
  25 gp 
  1 lb. 
  20
  Fetchling Feats
  Fetchlings have access to the following feats.
  Dark Sight
  With further modification, your eyes can pierce the gloom 
  of even magical darkness.
  Prerequisites: Gloom Sight, fetchling. 
  Benefit: You gain the ability to see up to 15 feet clearly 
  in magical darkness, such as that created by the deeper 
  darkness spell.
  Gloom Sight
  With a combination of strange shadow magic and 
  chirurgery, your eyes are permanently modified to see 
  farther in darkness.
  Prerequisite: Fetchling.
  Benefit: You gain darkvision 90 ft., but gain the light 
  sensitivity weakness (Bestiary 301). 
  Gloom Strike (Combat)
  Few creatures are as accustomed to fighting in the shadows 
  as you. 
  Prerequisites: Blind-Fight, fetchling.
  111111
  Featured Races
  Featured Races 2
  
  Benefit: When you are within an area of dim light 
  or darkness, you gain a +1 bonus on attack rolls against 
  enemies that are also within dim light or darkness.
  Improved Dark Sight
  With further modification, your eyes see clearly in not 
  only normal darkness, but in magical darkness as well.
  Prerequisites: Dark Sight, Gloom Sight, fetchling.
  Benefit: You gain the see in darkness ability (Bestiary 2 
  301) and lose the light sensitivity weakness, but gain the 
  light blindness weakness (Bestiary 301). 
  Shadow Ghost
  You can move between the Shadow Plane and the Material 
  Plane more often. 
  Prerequisites: Fetchling, shadow walk spell-like ability.
  Benefit: You gain the ability to use shadow walk an 
  additional time each day.
  Special: You may select this feat multiple times. Its 
  effects stack.
  Shadow Walker
  You can pierce the veil between the Shadow Plane and the 
  Material Plane more often, and to greater effect.
  Prerequisites: Fetchling, shadow walk spell-like ability.
  Benefit: You can expend one use of your shadow walk 
  spell-like ability to use dimension door as a spell-like ability. 
  Your start and end locations for this ability must be in dim 
  light or darkness.
  Fetchling Magic Items
  Fetchlings have access to the following magic items.
  AMULET OF HIDDEN LIGHT
  Aura faint illusion; CL 3rd
  Slot neck; Price 9,000 gp; Weight —
  DESCRIPTION
  This large amulet crafted of rough-cut glass can, on command, 
  shed light as a sunrod. Unlike a normal light source, creatures 
  outside this area cannot see the amulet’s light.
  CONSTRUCTION
  Requirements Craft Wondrous Item, light, invisibility; 
  Cost 4,500 gp
  LAMBENT WINDOW
  Aura moderate divination; CL 7th
  Slot none; Price 20,000 gp; Weight 2 lbs.
  DESCRIPTION
  This small pane of glass in a frame made of 
  black metal looks like a small hand mirror at first 
  glance, but when a creature spends at least 1 
  minute staring into its reflection, the image shifts 
  and changes, showing the landscape of another 
  plane. If the lambent window is activated on the 
  Material Plane, it shows the corresponding location 
  on the Shadow Plane, along with any creatures 
  at that location. Likewise, when used on the 
  Shadow Plane, it shows the corresponding 
  location on the Material Plane. This 
  item only allows those staring 
  into it to see the corresponding 
  location on the other plane; 
  they cannot hear through 
  or gain other sensual 
  information about the 
  other side by way of the 
  window. This effect can be 
  used for up to 10 minutes per 
  112112
  
  day. Those minutes need not be consecutive, and the 1 minute 
  it takes to activate the lambent window does not count against 
  this limit.
  A person holding an active lambent window can use it as a 
  special focus when casting plane shift or using plane shift as 
  a spell-like ability to reach the specific location shown in the 
  mirror, rather than 5–500 miles from the bearer’s intended 
  destination.
  CONSTRUCTION
  Requirements Craft Wondrous Item, plane shift, scrying; Cost 
  10,000 gp
  LANTERN OF DANCING SHADOWS
  Aura moderate transmutation; CL 6th
  Slot none; Price 41,000 gp; Weight 2 lbs.
  DESCRIPTION
  This small lantern is made of thin, nearly transparent paper 
  and black iron. The lantern burns for 6 hours on 1 pint of 
  oil. The lantern’s light causes the illumination level in a 30-
  foot radius to move one step toward dim light, from bright 
  light to normal light, from normal light to dim light, or from 
  darkness to dim light. The lantern has no effect in an area 
  that is already in dim light. Nonmagical sources of light, such 
  as torches and lanterns, do not increase the light level in the 
  lantern’s area. Magical light or darkness only change the light 
  level in the lantern’s area if they have a higher caster level than 
  the lantern.
  Once per day, the lit lantern of dancing shadows can be 
  commanded to create quasi-real illusions from the shadows 
  cast by its light, as the shadow conjuration spell. In addition, 
  once per day, the lantern can be commanded to solidify 
  shadows for a short period of time. These solidified shadows 
  cause incorporeal creatures within the lantern’s illumination 
  radius (30 feet) to coalesce into semi-physical forms, as the 
  mass ghostbane dirge spell (Advanced Player’s Guide 225).
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkness, mass ghostbane 
  dirge, shadow conjuration; Cost 20,500 gp
  Fetchling Spells
  Fetchlings have access to the following spells.
  GLOOMBLIND BOLTS
  School conjuration (creation) [shadow]; Level magus 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect one or more bolts of energy
  Duration instantaneous
  Saving Throw Reflex negates; see text; Spell Resistance yes
  You create one or more bolts of negative energy infused with 
  shadow pulled from the Shadow Plane. You can fire one bolt, 
  plus one for every four levels beyond 5th (to a maximum 
  of three bolts at 13th level) at the same or different targets, 
  but all bolts must be aimed at targets within 30 feet of each 
  other and require a ranged touch attack to hit. Each bolt 
  deals 4d6 points of damage to a living creature or heals 4d6 
  points of damage to an undead creature. Furthermore, the 
  bolt’s energy spreads over the skin of creature, possibly 
  blinding it for a short time. Any creature struck by a bolt 
  must succeed at a Reflex saving throw or become blinded for 
  1 round.
  SHADOWY HAVEN
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a small black silk bag)
  Range touch
  Target one 5-foot square of floor touched
  Duration 2 hours/level (D)
  Saving Throw none; Spell Resistance no
  This spell functions like rope trick, except the point of entry is 
  through a 5-foot-square instead of a rope. The space holds as 
  many as 10 creatures of any size.
  When this spell is cast upon a 5-foot-square part of a wall, 
  it creates an extradimensional space adjacent to the Plane of 
  Shadow. Creatures in the extradimensional space are hidden 
  beyond the reach of spells (including divinations) unless those 
  spells work across planes. The space holds as many as 10 
  creatures (of any size). The entrance to the extradimensional 
  space remains visible as an area that is darker than the 
  ambient illumination.
  Spells cannot be cast across the extradimensional interface, 
  nor can area effects cross it. Those in the extradimensional 
  space can see out of it as if a 5-foot-by-5-foot door or window 
  were centered on the affected surface. The window is invisible 
  (though it is within the shadowed entrance to the spell, 
  which is visible), and even creatures that can see the window 
  from the outside can’t see through it. Anything inside the 
  extradimensional space is ejected when the spell ends. Only one 
  creature may enter or exit the extradimensional space at a time.
  The entrance is only open when the area around it is in 
  dim light. Any other level of light (brighter or darker) closes 
  the entrance, trapping creatures inside the extradimensional 
  space. If the entrance is closed when the spell expires, there is 
  a 50% chance that creatures in it are ejected into the Shadow 
  Plane instead of the location of the entrance. If this occurs, the 
  creatures appear on the Shadow Plane 1d10 miles in a random 
  direction from their corresponding location on the Material 
  Plane. The spell has no effect if cast on a plane that is not 
  adjacent to the Shadow Plane.
  Because the extradimensional space is adjacent to the 
  Shadow Plane, any shadow walk spell or similar effect that 
  allows travel to the Shadow Plane is more accurate, reducing 
  the distance creatures arrive off-target by half.
  113113
  Featured Races
  Featured Races 2
  
  Goblins
  Goblins are a race of childlike creatures with a destructive 
  and voracious nature that makes them almost universally 
  despised. Weak and cowardly, goblins are frequently 
  manipulated or enslaved by stronger creatures that need 
  destructive, disposable foot soldiers. Those goblins that 
  rely on their own wits to survive live on the fringes of 
  society and feed on refuse and the weaker members of more 
  civilized races. Most other races view them as virulent 
  parasites that have proved impossible to exterminate.
  Goblins can eat nearly anything, but prefer a diet of 
  meat and consider the flesh of humans and gnomes a 
  rare and difficult-to-obtain delicacy. While they fear the 
  bigger races, goblins’ short memories and bottomless 
  appetites mean they frequently go to war or execute raids 
  against other races to sate their pernicious urges and fill 
  their vast larders. 
  Physical Description: Goblins are short, ugly humanoids 
  that stand just over 3 feet tall. Their scrawny bodies are 
  topped with oversized and usually hairless heads with 
  massive ears and beady red or occasionally yellow eyes. 
  Goblins’ skin tone varies based on the surrounding 
  environment; common skin tones include green, gray, and 
  blue, though black and even pale white goblins have been 
  sighted. Their voracious appetites are served well by their 
  huge mouths filled with jagged teeth.
  Society: Violent but fecund, goblins exist in primitive 
  tribal structures with constant shifts in power. Rarely able 
  to sustain their own needs through farming or hunting 
  and gathering, goblin tribes live where food is abundant 
  or near places that they can steal it from. Since they are 
  incapable of building significant fortifications and have 
  been driven out of most easily accessible locations, goblins 
  tend to live in unpleasant and remote locations, and 
  their poor building and planning skills ensure that they 
  dwell primarily in crude caves, ramshackle villages, and 
  abandoned structures. Few goblins are good with tools or 
  skilled at farming, and the rare items of any value that they 
  possess are usually cast-off implements from humans or 
  other civilized cultures. 
  Goblins’ appetites and poor planning lead to small tribes 
  dominated by the strongest warriors. Even the hardiest 
  goblin leaders quickly find out that their survival depends 
  on conducting frequent raids to secure sources of food and 
  kill off the more aggressive youth of the tribe. Both goblin 
  men and women are ugly and vicious, and both sexes are 
  just as likely to rise to positions of power in a tribe. 
  Goblin babies are almost completely self-sufficient 
  not long after birth, and such infants are treated almost 
  like pets. Many tribes raise their children communally 
  in cages or pens where adults can largely ignore them. 
  Mortality is high among young goblins, and when the 
  adults fail to feed them or food runs low, youths learn 
  at an early age that cannibalism is sometimes the best 
  means of survival in a goblin tribe.
  Relations: Goblins tend to view other beings as sources 
  of food, which makes for poor relations with most 
  civilized races. Goblins often survive on the fringes of 
  human civilization, preying on weak or lost travelers 
  and occasionally raiding small settlements to fuel their 
  voracious appetites. They have a special animosity toward 
  gnomes, and celebrate the capturing or killing of such 
  victims with a feast. Of the most common races, half-
  orcs are the most tolerant of goblins, sharing a similar 
  ancestry and experiencing the same hatred within many 
  societies. Goblins are mostly unaware of half-orcs’ 
  sympathy, however, and avoid them because they are 
  larger, meaner, and less flavorful than other humanoids.
  Alignment and Religion: Goblins are greedy, capricious, 
  and destructive by nature, and thus most are neutral or 
  chaotic evil. When they bother to worship, goblins follow 
  the goddess Lamashtu and to a lesser extent the four 
  barghest hero-gods, Hadregash, Venkelvore, Zarongel, 
  and Zogmugot.
  Adventurers: Goblin adventurers are usually curious 
  and inclined to explore the world, though they are often 
  killed off by their own foolish misdeeds or hunted down for 
  their random acts of destruction. Their pernicious nature 
  makes interacting with civilized races almost impossible, 
  so goblins tend to adventure on the fringes of civilization 
  or in the wilds. Adventurous individuals who survive long 
  enough often ride goblin dogs or other exotic mounts, and 
  focus on archery to avoid close confrontation with larger 
  enemies. Goblin spellcasters prefer fire magic and bombs 
  over almost all other methods of spreading mayhem. 
  Male Names: Boorgub, Gogmurch, Rotfoot, Zobmaggle.
  Female Names: Geedra, Goomluga, Hoglob, Luckums.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing goblin racial traits. Consult your GM before 
  selecting any of these new options.
  Cave Crawler: Some goblins are born and raised in caves 
  and rarely see the light of day. Goblins with this trait gain 
  a climb speed of 10 feet and the +8 racial bonus on Climb 
  checks associated with having a climb speed. Goblins with 
  this racial trait have a base speed of 20 feet and lose the fast 
  movement racial trait.
  City Scavenger: Goblins who live within the boundaries 
  of human cities survive by scavenging for refuse and 
  hunting stray animals. Goblins with this trait gain a +2 
  racial bonus on Perception and Survival checks, and can 
  use Survival to forage for food while in a city. This racial 
  trait replaces skilled.
  114114
  
  Eat Anything: Raised with little or no proper food, 
  many goblins have learned to survive by eating whatever 
  they happen across and can digest nearly anything 
  without getting sick. Goblins with this trait gain a +4 on 
  Survival checks to forage for food and a +4 racial bonus on 
  saves versus effects that cause the nauseated or sickened 
  conditions. This racial trait replaces skilled.
  Hard Head, Big Teeth: Goblins are known for their 
  balloonlike heads and enormous maws, but some have 
  even more exaggeratedly large heads filled with razor-
  sharp teeth. Goblins with this trait gain a bite attack as a 
  primary natural attack that deals 1d4 points of damage. 
  This racial trait replaces skilled.
  Over-Sized Ears: While goblins’ ears are never dainty, 
  these goblins have freakishly large ears capable of picking 
  up even the smallest sounds. Goblins with this racial 
  trait gain a +4 bonus on Perception checks. This racial 
  trait replaces skilled. 
  Tree Runner: In trackless rain forests and marshes, it can 
  be difficult to find dry ground to build on. Goblin tribes 
  living in such areas have learned to live in the treetops. 
  These goblins gain a +4 racial bonus on Acrobatics and 
  Climb checks. This racial trait replaces skilled.
  Weapon Familiarity: Goblins’ traditional weapons are 
  the dogslicer and the horsechopper, weapons designed 
  specifically to bring down their most hated foes. Goblins 
  with this trait are proficient with the dogslicer and 
  the horsechopper, and treat any weapon with the word 
  “goblin” in it as martial weapons. This racial trait 
  replaces skilled.
  FAVORED CLASS OPTIONS
  The following options are available to any goblins that have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: The alchemist gains fire resistance 1. Each 
  time this reward is selected, increase fire resistance by +1. 
  This fire resistance does not stack with fire resistance gained 
  from other sources.
  Barbarian: Add +1/2 on critical hit confirmation rolls 
  for attacks made with unarmed strikes or natural weapons 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 hit points to the cavalier’s mount 
  companion. If the cavalier ever replaces his mount, the 
  new mount gains these bonus hit points.
  Druid: Add +1 hit points to the druid’s animal companion. 
  If the druid ever replaces her animal companion, the new 
  animal companion gains these bonus hit points.
  Gunslinger: Add +1/3 on critical hit confirmation rolls 
  made with firearms (maximum bonus of +5). This bonus 
  does not stack with Critical Focus.
  Oracle: Add +1 on concentration checks made when 
  casting spells with the fire descriptor.
  Ranger: Gain a +1/2 bonus on damage dealt to dogs (and 
  doglike creatures) and horses (and horselike creatures). 
  Rogue: Add a +1 bonus on the rogue’s sneak attack 
  damage rolls during the surprise round or before the 
  target has acted in combat.
  Goblin Racial Traits
  +4 Dexterity, –2 Strength, –2 Charisma: Goblins are fast, but weak 
  and unpleasant to be around.
  Goblinoid: Goblins are humanoids with the goblinoid subtype.
  Small: Goblins are Small creatures and gain a +1 size 
  bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their CMB and CMD, and a +4 size bonus 
  on Stealth checks.
  Fast: Goblins are fast for their size, and have a base speed 
  of 30 feet.
  Darkvision: Goblins can see in the dark up to 60 feet.
  Skilled: +4 racial bonus on Ride and Stealth checks.
  Languages: Goblins begin play speaking Goblin. Goblins with high Intelligence 
  scores can choose from the following: Common, Draconic, Dwarven, Gnoll, Gnome, 
  Halfling, and Orc. 
  115115
  Featured Races
  Featured Races 2
  
  Sorcerer: Add +1 spell known from the sorcerer spell 
  list. This spell must be at least one level below the 
  highest spell level the sorcerer can cast, and must have 
  the fire descriptor.
  Summoner: Add +1/4 evolution point to the eidolon’s 
  evolution pool. These bonus evolution points must be 
  spent on evolutions that deal fire damage or protect the 
  eidolon from fire (for example, resistance, energy attacks, 
  immunity, breath weapon, and so on). 
  Witch: Add +1 spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  RACIAL ARCHETYPES
  The following racial archetypes are available to goblins.
  Feral Gnasher (Barbarian)
  Feral gnashers grow up in the wild, either raised by 
  animals or scraping by on their own, and soon learn 
  to fend for themselves. These barbarians often utilize 
  pieced-together armor and fight with their sharp teeth 
  and whatever improvised weapons are within reach. A 
  feral gnasher has the following class features.
  Weapon and Armor Proficiency: A feral gnasher loses 
  all martial weapon proficiencies except for greatclub and 
  loses proficiency with medium armor.
  Savage Bite (Ex): At 1st level, a feral gnasher gains a 
  savage bite attack. This is a primary natural attack that 
  deals 1d4 points of damage. If the goblin already has the 
  hard head, big teeth racial trait, the damage increases to 
  1d6. At 10th level, the damage from a feral gnasher’s bite 
  increases to 1d6 (or 1d8 if the goblin has the hard head, 
  big teeth racial trait) and deals ×3 damage on a critical 
  hit. This ability replaces fast movement.
  Impromptu Armament (Ex): At 2nd level, a feral 
  gnasher gains Throw Anything as a bonus feat and can 
  pick up an unattended object that can be wielded in one 
  hand as a free action. Additionally, the feral gnasher 
  can take Catch Off-Guard in place of a rage power. This 
  replaces the rage power gained at second level.
  Lockjaw (Ex): At 3rd level, a feral gnasher gains the 
  grab ability with her bite attack. A feral gnasher can use 
  this ability on a creature up to one size category larger 
  than she is. This replaces trap sense +1.
  Improvised Weapon Mastery (Ex): At 5th level, a feral 
  gnasher gains Improvised Weapon Mastery as a bonus 
  feat. This replaces improved uncanny dodge.
  Improved Lockjaw (Ex): At 6th level, as long as a feral 
  gnasher is controlling the grapple with her lockjaw 
  attack, she does not gain the grappled condition, but is 
  unable to move or use her mouth for anything other than 
  grappling. This ability replaces trap sense +2.
  Greater Lockjaw (Ex): At 9th level and again at 15th 
  level, the size of a creature a feral gnasher is able to use her 
  lockjaw’s grab ability on increases by one size increment. 
  This ability replaces trap sense +3 and trap sense +5.
  Wicked Improvisation (Ex): At 12th level, a feral gnasher 
  becomes more capable with improvised weapons and natural 
  attacks. The feral gnasher gains a +1 competence bonus on 
  damage rolls when using natural attacks or improvised 
  weapons while raging. At 14th level and every two levels 
  thereafter, the damage bonus increases by +1. This increase 
  is not precision damage and is thus multiplied on a critical 
  hit. This ability replaces trap sense +4.
  Rage Powers: The following rage powers complement 
  the feral gnasher archetype: increased damage reduction, 
  Goblin Discoveries
  The following discoveries are available to goblin alchemists.
  Fire Brand (Su): An alchemist with this discovery can 
  expend one daily bomb use to apply the bomb reagents 
  to his weapon as a swift action. A weapon treated this way 
  deals fire damage as if it had the flaming weapon special 
  ability. At 10th level, the weapon is treated as if it had the 
  flaming burst weapon special ability. The bomb reagents 
  continue burning for 1 minute or until extinguished by 
  dousing the weapon in water. An alchemist can use this 
  ability with natural weapons, but he takes 1d6 points of 
  fire damage per round for each natural weapon treated. 
  Rag Doll Mutagen (Su): When the alchemist imbibes a 
  mutagen, his body and bones become rubbery and easy to 
  contort. The alchemist gains a bonus equal to his class level 
  on Escape Artist checks, can squeeze through places as if he 
  were one size category smaller, and can make a Reflex save 
  (DC equal to 15 + 1 for every 10 feet fallen) to take half damage 
  from falling. At 10th level, all falling damage is considered 
  nonlethal damage, and the alchemist can squeeze through 
  places as if he were two size categories smaller than his size 
  while under the effects of this mutagen.
  Rocket Bomb (Su): Alchemists with this discovery can 
  prepare special rockets to deliver their bombs. Rocket bombs 
  travel farther and explode bigger than normal bombs, but 
  cannot target individual creatures. Rocket bombs explode 
  in a 20-foot radius, and all creatures in that area take the 
  alchemist’s normal splash damage. The range increment on 
  a rocket bomb is 50 feet. Rocket bombs cannot be used with 
  the precise bomb or fast bomb discoveries. An alchemist 
  must be at least 6th level before selecting this discovery.
  Scrap Bomb (Su): When the alchemist creates a bomb, 
  he can choose to have it explode into shards of shrapnel 
  that deal piercing damage. A creature that takes a direct 
  hit from a scrap bomb takes 1 point of bleed damage per 
  die of bomb damage unless it succeeds at a Reflex save.
  116116
  
  scent, superstition (Core Rulebook); beast totem, beast 
  totem (greater), beast totem (lesser) (Advanced Player’s 
  Guide); eater of magic, ghost rager (Ultimate Combat).
  Fire Bomber (Alchemist) 
  Fire bombers are exceptionally good at using bombs to 
  burn creatures and blow things up, but are not quite as 
  good at creating other types of bombs or extracts. A fire 
  bomber has the following class features.
  Weapon and Armor Proficiency: A fire bomber treats 
  torches as a simple weapon.
  Fire Bombardier (Su or Ex): At 1st level, when a fire 
  bomber throws a bomb that deals fire damage, all creatures 
  in the splash radius take an additional point of damage 
  per die of fire damage dealt. Fire bombers only add their 
  Intelligence bonus to damage from bombs or alchemical 
  substances that deal fire damage. This otherwise works 
  like the alchemist’s bomb and throw anything abilities. 
  This ability alters bomb and throw anything.
  Bonus Feats: A fire bomber can select the Burn! Burn! 
  Burn!, Fire Tamer, or Flame Heart feat in place of a discovery.
  Fiery Cocktail (Su): At 4th level, whenever a fire bomber 
  uses a discovery that deals damage other than fire damage, 
  he can split the damage dice evenly between the bomb’s 
  primary damage type and 1d6 points of fire damage; 
  when there is an odd number of damage dice, the odd 
  die of damage comes from the primary damage type. For 
  example, an 8th-level fire bomber could throw a concussive 
  bomb that deals 2d6 points of fire damage and 3d4 points 
  of sonic damage. Additional effects from the bomb still 
  apply, but the save DC for admixture bombs is reduced by 
  2. This replaces the alchemist’s 4th-level discovery.
  Fire Body (Ex): At 8th level, a fire bomber adds elemental 
  body I to his extract list as a 3rd-level extract. Elemental 
  body extracts prepared using fire body are limited to fire 
  elementals only. This ability replaces poison resistance +6. 
  Improved Fire Body (Ex): At 10th level, fire bombers 
  add elemental body II to their spell list as a 4th-level extract. 
  Elemental body extracts prepared using improved fire 
  body are limited to fire elementals only. This ability 
  replaces poison immunity.
  Greater Fire Body (Ex): At 14th level, fire bombers 
  add elemental body IV to their spell list as a 5th-level 
  extract. Elemental body extracts prepared using greater 
  fire body are limited to fire elementals only. This ability 
  replaces persistent mutagen.
  Discoveries: The following discoveries complement 
  the fire bomber archetype: fire brand, rocket bomb (see 
  sidebar); explosive bombs, fast bombs, inferno bomb, 
  precise bombs (Advanced Player’s Guide); breath weapon 
  bomb, explosive missile, immolation bomb (Ultimate 
  Combat); bottled ooze, confusion bomb, strafe bomb 
  (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to goblins. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Goblin Equipment
  The following items are just some of the pieces of 
  equipment used by goblins. 
  Bomb Launcher: These odd looking, egg-shaped 
  contraptions have cleverly placed fins that improve 
  bombs’ accuracy. Goblin alchemists use these special 
  containers to make their bombs more accurate when 
  thrown long distances. Using a bomb launcher when 
  throwing a bomb increases the bomb’s range increment 
  to 30 feet (or increases the range increment of a bomb with 
  the rocket bomb discovery to 70 feet). Bomb launchers are 
  destroyed when used.
  Dogslicer: This short, curved sword is a favorite 
  weapon of goblins, who show unusual cunning by 
  drilling numerous holes in the blade to reduce the 
  weapon’s weight. Masterwork versions of a dogslicer lose 
  the fragile special weapon ability.
  117117
  Featured Races
  Featured Races 2
  
  Horsechopper: Crafted by goblins to give themselves 
  an advantage against horses, this weapon is essentially a 
  halberd with an enlarged hook opposite the blade.
  Mellowroot: Sneaky goblin chieftains give this orange 
  paste to the tribe’s warriors before proposing a particularly 
  bold raid. Consuming mellowroot causes a euphoric 
  feeling that makes you feel invulnerable. For 1 hour after 
  consuming mellowroot, you gain a +5 alchemical bonus 
  versus fear effects. However, while under the effects of 
  mellowroot, you must make a DC 15 Will saving throw 
  when you try to leave the threatened area of an opponent. If 
  you fail the saving throw, you cannot leave the threatened 
  area with that action but do not lose the action. 
  Stillgut: Drinking a vial of this bland, bluish liquid 
  grants you a +5 alchemical bonus on Fortitude saves to avoid 
  nausea or sickness for 1 hour. If you are already nauseated, 
  you can drink stillgut as a move action. Drinking it in this 
  fashion grants you a second saving throw (without the +5 
  bonus). Goblins often use stillgut so they can choke down 
  meat or other foods in advanced stages of rot or decay.
  Goblin Equipment
  Items 
  Cost 
  Weight 
  Craft DC
  Bomb launcher 
  10 gp 
  1/2 lb. 
  25
  Mellowroot (vial) 
  25 gp 
  — 
  20
  Stillgut (vial) 
  50 gp 
  — 
  25
  Goblin Feats
  Goblins have access to the following feats. 
  Burn! Burn! Burn!
  You take the goblin love of arson and fire play to a whole 
  new level.
  Prerequisites: Disable Device 1 rank, goblin. 
  Benefit: You deal an extra 1d4 points of fire damage 
  when you attack with fire from an alchemical or 
  nonmagical source (such as with alchemical fire or 
  torches) and gain a +4 competence bonus on Reflex saving 
  throws made to avoid catching on fire or to put yourself 
  out when on fire. Additional damage caused by this feat 
  does not apply to magical attacks (such as an alchemist’s 
  bomb) or to splash damage.
  Fire Hand (Combat)
  Born with a torch in your hand, you have a gift with 
  anything that burns.
  Prerequisite: Goblin.
  Benefit: You can wield a torch as a weapon without 
  taking the nonproficient penalty and gain a +1 bonus on 
  attack rolls with melee weapons that deal fire damage.
  Fire Tamer
  You know your way around even magical fire. 
  Prerequisite: Goblin.
  Benefit: You gain a +2 bonus on saves against spells with 
  the fire descriptor. Additionally, your scars mark you as a 
  talented fire tamer, granting you a +2 circumstance bonus 
  on Diplomacy and Intimidate checks when dealing with 
  other goblins. 
  Flame Heart
  You have mastered fire magic and alchemy.
  Prerequisites: Fire Tamer, character level 5th, goblin.
  Benefit: You gain fire resistance 5. When casting spells 
  with the fire descriptor or throwing alchemist bombs that 
  deal fire damage, treat your caster level or alchemist level 
  as if you were 1 level higher.
  Goblin Gunslinger (Combat)
  You have learned how to fire the big guns.
  Prerequisite: Goblin.
  Benefit: You can wield Medium firearms without taking 
  the penalty for an inappropriately sized weapon.
  Normal: You take a –2 penalty when using an 
  inappropriately sized weapon.
  Tangle Feet (Combat)
  Creatures who cross your path find themselves tripping 
  over their own feet.
  Prerequisites: Dodge, Mobility, Underfoot (Advanced 
  Player’s Guide 173), goblin, Small size or smaller.
  Benefit: When you successfully make an Acrobatics 
  check to avoid provoking an attack of opportunity from 
  a larger opponent when you move through its threatened 
  area or its space, you can make that opponent lose its 
  Table 2–1: Goblin Weapons
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Light Melee Weapons
  Dogslicer 
  8 gp 
  1d4 
  1d6 
  19–20/×2 
  — 
  1 lb. 
  S 
  fragile*
  Two-Handed Melee Weapons
  Horsechopper 
  10 gp 
  1d8 
  1d10 
  ×3 
  — 
  12 lbs. 
  P or S 
  reach, trip
  * Fragile Weapons: A fragile weapon gains the broken condition if the wielder rolls a natural 1 on an attack roll with the weapon. 
  If a fragile weapon is already broken, rolling a natural 1 destroys it instead. 
  118118
  
  balance until the end of its next turn as a free action. 
  While that creature’s balance is lost, if it attempts to 
  move, it must make a successful DC 15 Acrobatics check 
  or fall prone, wasting the move action. You can only affect 
  one creature with this effect each round.
  Goblin Magic Items
  Goblins have access to the following magic item.
  CLOAK OF FANGS
  Aura moderate transmutation; CL 9th
  Slot shoulders; Price 2,800 gp; Weight 1 lb.
  DESCRIPTION
  This rough-looking cloak covered in coarse animal hair 
  is greatly prized by goblins. Wearing the cloak grants 
  a +1 resistance bonus on saving throws. Furthermore, 
  the wearer can force its teeth to grow rapidly up to five 
  times per day as a swift action. The oversized teeth last 
  for 1 round, during which time the wearer can make a 
  bite attack. Treat this attack as a primary natural attack 
  that deals 1d4 points of damage (or 1d6 if the wearer 
  is Medium). If the wearer already has a bite attack, the 
  damage of that bite attack increases by one step (see page 
  302 of the Bestiary). 
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self, resistance; Cost 
  1,250 gp
  Goblin Spells
  Goblins have access to the following spells.
  FIRE TRAIL
  School transmutation [fire]; Level alchemist 3, magus 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Effect trail of flame that follows the caster’s movements; 
  see text
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  When you cast this spell, flammable liquid oozes from 
  your pores, dripping onto the ground and spontaneously 
  combusting. The flame does not harm you. During this 
  spell’s duration, each time you leave your space, you create 
  a trail of fire that burns within the spaces you move through 
  for 1 round before it burns out. You can leave up to 60 
  feet of flame trail each round, assuming you are Small or 
  Medium. If you are larger than Medium, the maximum trail 
  length is reduced based on your size. If you are Large, you 
  can leave a trail up to 30 feet long (and 10 feet wide), and if 
  you are Huge, you can leave a trail up to 15 feet long (and 15 
  feet wide); even larger casters can only leave a trail up to 10 
  feet long (and as wide as your space) each round. You choose 
  where to leave a flame trail. 
  Creatures that start their turn adjacent to the flame trail 
  take 1d6 points of fire damage. Creatures that start their turn 
  within the flame trail or that enter an area of flame take a 
  number of points of fire damage equal to 1d6 + 1 per caster 
  level (maximum +10). If a creature moves into an area of the 
  flame trail multiple times in a round, it takes this damage each 
  time it enters the area of the flame trail. Flammable objects in 
  or adjacent to the fire trail catch fire.
  MUDBALL
  School conjuration [earth]; Level druid 1, magus 1, sorcerer/
  wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Effect single fist-sized blob of sticky mud
  Duration instantaneous
  Saving Throw Reflex negates; see text; Spell Resistance no
  When you cast this spell, you conjure a single ball of sticky 
  mud and launch it at an enemy’s face as a ranged touch 
  attack. If the mudball hits, the target is blinded. Each round 
  at the beginning of its turn, a creature blinded by this spell 
  can attempt a Reflex saving throw to shake off the mud, 
  ending the effect. The mudball can also be wiped off by 
  the creature affected by it or by a creature adjacent to the 
  creature affected by it as a standard action. 
  VOMIT TWIN
  School conjuration (creation, teleportation); Level alchemist 3, 
  magus 3, sorcerer/wizard 4, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Effect creates one ooze duplicate of the caster
  Duration 1 round/level
  Upon casting this spell, you vomit forth a disgusting ooze 
  copy of yourself into a single adjacent square. As long 
  as the twin exists, whenever you take a move action to 
  move, the twin can move as well, although it does not 
  need to follow you and cannot take any other actions. 
  On subsequent rounds, at the start of your turn, you can 
  instantaneously exchange places with your twin, as if using 
  teleport. This is not an action and does not provoke an 
  attack of opportunity.
  The twin has a speed of 30 feet and provokes attacks of 
  opportunity from movement as normal. It has an AC equal 
  to 10 + 1/2 your caster level and a number of hit points equal 
  to your caster level. If the twin is reduced to 0 hit points, it is 
  destroyed, although you can create a new one on your turn 
  as a standard action as long as the duration persists. You 
  cannot have more than one vomit twin at a time.
  119119
  Featured Races
  Featured Races 2
  
  Hobgoblins
  Fierce and militaristic, hobgoblins survive by conquest. 
  The raw materials to fuel their war machines come from 
  raids, their armaments and buildings from the toil of 
  slaves worked to death. Naturally ambitious and envious, 
  hobgoblins seek to better themselves at the expense of 
  others of their kind, yet in battle they put aside petty 
  differences and fight with discipline rivaling that of the 
  finest soldiers. Hobgoblins have little love or trust for one 
  another, and even less for outsiders. Life for these brutes 
  consists of duty to those of higher station, domination of 
  those below, and the rare opportunities to seize personal 
  glory and elevate their status.
  Physical Description: Burly and muscled, hobgoblins 
  stand a few inches shorter than the average human, and 
  their long arms, thick torsos, and relatively short legs 
  give them an almost apelike stature. Hobgoblins’ skin is 
  a sickly gray-green that darkens to mossy green after long 
  exposure to the sun. Their eyes burn fiery orange or red, 
  and their broad faces and sharply pointed ears give their 
  features a somewhat feline cast. Hobgoblins lack facial 
  hair, and even hobgoblin women are bald. Except for their 
  size, hobgoblins bear a strong physical resemblance to 
  their goblin cousins.
  Society: Hobgoblins live in militaristic tyrannies, each 
  community under the absolute rule of a hobgoblin general. 
  Every hobgoblin in a settlement receives military training, 
  with those who excel serving in the army and the rest left to 
  serve more menial roles. Those deemed unfit for military 
  service have little social status, barely rating above favored 
  slaves. Despite this, hobgoblin society is egalitarian after a 
  fashion. Gender and birth offer no barrier to advancement, 
  which is determined almost solely by each individual’s 
  personal merit. Hobgoblins eschew strong attachments, 
  even to their young. Matings are matters of convenience, 
  and are almost always limited to hobgoblins of equal rank. 
  Any resulting baby is taken from its mother and forcibly 
  weaned after 3 weeks of age. Young mature quickly—most 
  take no more than 6 months to learn to talk and care for 
  themselves. Hobgoblins’ childhoods last a scant 14 years, a 
  mirthless span filled with brutal training in the art of war.
  Relations: Hobgoblins view other races as nothing more 
  than tools—implements to be enslaved, cowed, and put to 
  work. Without slaves, hobgoblin society would collapse, so 
  reliant is it on stolen labor. An injured, sickly, or defiant 
  slave is like a broken tool, useless waste to be tossed out 
  with the day’s garbage. Not surprisingly, hobgoblin 
  communities count no other races as their friends, and 
  few as allies. Elves and dwarves earn special enmity, and 
  are devilishly hard to break into proper slavery as both 
  races hold blood feuds against goblinkind. Halflings 
  and half-orcs make especially prized slaves—the former 
  for their agile skills and the ease of breaking them to the 
  collar, and the latter for their talent at thriving under the 
  harshest of conditions. Hobgoblins have little love for the 
  rest of goblinkind, though they typically treat goblinoid 
  slaves better than they do other races.
  Alignment and Religion: Hobgoblin life is nothing 
  if not ordered and hierarchical, and hobgoblins lean 
  strongly toward the lawful alignments. While not innately 
  evil, the callous and brutal training that fills the too-
  short childhood of hobgoblins leaves most embittered 
  and full of hate. Hobgoblins of good alignment number 
  the fewest, and almost exclusively consist of individuals 
  raised in other cultures. More numerous but still rare are 
  hobgoblins of chaotic bent, most often exiles cast out by 
  the despots of their homelands. Religion, like most non-
  militaristic pursuits, matters little to the majority of 
  hobgoblins. Most pay lip-service to one or more gods and 
  occasionally make offerings to curry favor or turn aside ill 
  fortune. Those hobgoblins who feel a stronger religious 
  calling venerate fearsome, tyrannical gods and devils.
  Adventurers: Hobgoblin adventurers tend to be 
  iconoclasts, loners who chafe under the strict hierarchy of 
  military life. Others have fled or been exiled in disgrace 
  for showing weakness or cowardice. Some harbor dreams 
  of one day returning to the hobgoblin flock flush with 
  wealth and tales of great deeds. A few serve farsighted 
  hobgoblin generals, who send the most promising youths 
  out into the world that they might someday return as 
  mighty heroes for the hobgoblin cause. Hobgoblins lean 
  toward martial classes, particularly cavaliers, fighters, 
  monks, and rogues. The arcane arts are distrusted in 
  hobgoblin society and consequently their practitioners are 
  rare, save for alchemists, who gain grudging praise and 
  admiration for their pyrotechnic talents. 
  Male Names: Arak, Bekri, Doruk, Fethi, Grung, Hagla, 
  Haluk, Kurat, Malgrim, Mevlut, Oktar, Saltuk, Turgut.
  Female Names: Afet, Ceyda, Ela, Esma, Huri, Kurmu, 
  Maral, Masal, Melda, Nisa, Nural, Sekla, Sena, Tansu, Vesile.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing hobgoblin racial traits. Consult your GM before 
  selecting any of these new options.
  Bandy-Legged: Bandy-legged hobgoblins have an even 
  more exaggerated stature than other hobgoblins, with 
  bowed legs and massive shoulders. Hobgoblins with this 
  racial trait gain a +2 racial bonus on Climb and Ride 
  checks, and a +2 racial bonus to their CMD against bull 
  rush or trip attempts while on solid ground. The base 
  speed of bandy-legged hobgoblins is reduced to 20 feet.
  Battle-Hardened: Incessant drills make defense 
  second nature to some hobgoblins. Hobgoblins with 
  120
  120
  
  this racial trait gain a +1 bonus to CMD. This racial trait 
  replaces sneaky.
  Engineer: Hobgoblin engineers tinker endlessly with 
  fire, explosives, and the engines of war. Hobgoblins with 
  this racial trait gain a +2 racial bonus on Craft (alchemy) 
  and Knowledge (engineering) checks. This racial trait 
  replaces sneaky.
  Fearsome: Some hobgoblins scorn caution and subtlety 
  for swagger and bluster. Hobgoblins with this racial trait 
  gain a +4 racial bonus on Intimidate checks. This racial 
  trait replaces sneaky.
  Magehunter: Hobgoblins hate and fear arcane casters. 
  A magehunter gains a +2 racial bonus on Spellcraft checks 
  made to identify a spell being cast and a +1 racial bonus on 
  attack rolls against arcane spellcasters. He only gains this 
  bonus against creatures that use spells, and not against 
  those that only use spell-like abilities. This racial trait 
  replaces sneaky.
  Pit Boss: Slave blood fuels the hobgoblin war machine. 
  Pit bosses extract the last breath of labor 
  from their charges with a liberal touch 
  of the lash. Hobgoblins with this racial 
  trait gain proficiency with whips and 
  a +1 racial bonus on combat maneuver 
  checks made to disarm or trip with a whip. 
  This racial trait replaces sneaky.
  Scarred: A hobgoblin can scar himself with 
  both blade and fire to toughen his hide into a 
  mass of horny scars. Hobgoblins with this racial 
  trait gain a +1 natural armor bonus to Armor Class. 
  However, the repeated exposure to fire permanently 
  damages their eyes. This racial trait replaces the 
  darkvision racial trait.
  Slave Hunter: Hobgoblin slavers excel at tracking 
  down runaway slaves and surviving in filthy conditions. 
  Hobgoblins with this racial trait gain a +2 racial bonus on 
  Survival checks and a +2 racial bonus on Fortitude saves 
  against disease. This racial trait replaces sneaky.
  Unfit: Hobgoblins who failed to secure a position in the 
  military hold the lowest status in hobgoblin society, and 
  quickly learn the value of currying favor with their betters. 
  Hobgoblins with this racial trait gain proficiency in a single 
  martial weapon and +1 racial bonus on Bluff and Diplomacy 
  checks. This racial trait replaces sneaky.
  FAVORED CLASS OPTIONS
  The following options are available to all hobgoblins 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Alchemist: Add +1/2 to the number of bombs per day the 
  alchemist can create.
  Cavalier: Add a +1/2 bonus on Intimidate checks and 
  Ride checks.
  Cleric: Add +1/2 to negative energy spell damage, 
  including inflict spells.
  Fighter: Add a +1/2 circumstance bonus on critical hit 
  confirmation rolls with a weapon of the fighter’s choice 
  (maximum bonus +4). This bonus does not stack with 
  Critical Focus.
  Gunslinger: Add +1/4 to the gunslinger’s grit points.
  Inquisitor: Add a +1 bonus on concentration checks 
  made to cast inquisitor spells.
  Monk: Add a +1/4 bonus on 
  combat maneuver checks made 
  to grapple or trip.
  Hobgoblin Racial Traits
  +2 Dexterity, +2 Constitution: Hobgoblins are fast and hardy.
  Goblinoid: Hobgoblins are humanoids with the goblinoid subtype.
  Medium: Hobgoblins are Medium creatures and have no bonuses or penalties due 
  to their size.
  Normal Speed: Hobgoblins have a base speed of 30 feet.
  Darkvision: Hobgoblins can see in the dark up to 60 feet.
  Sneaky: Hobgoblins receive a +4 racial bonus on Stealth checks.
  Languages: Hobgoblins begin play speaking Common and Goblin. Hobgoblins 
  with high Intelligence scores can choose from the following: Draconic, Dwarven, 
  Infernal, Giant, and Orc.
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  Featured Races
  Featured Races 2
  
  Ranger: Add +1/4 to a single existing favored enemy 
  bonus (maximum bonus +1 per favored enemy).
  Rogue: Reduce the penalty for not being proficient 
  with one weapon by 1. When the nonproficiency penalty 
  for a weapon becomes 0 because of this ability, the rogue 
  is treated as having the appropriate Martial or Exotic 
  Weapon Proficiency feat for that weapon.
  RACIAL ARCHETYPES
  The following racial archetypes are available to hobgoblins.
  Fell Rider (Cavalier)
  The fell rider rides a bestial steed, a mount mastered by 
  him alone. He tramples his enemies down, leaving twisted 
  bodies in his wake, and fear rides with him.
  Brute Steed (Ex): A fell rider’s mount is unusually large 
  and fierce. It gains a +2 bonus to Strength, but takes a 
  –2 penalty to Dexterity. This otherwise works like the 
  cavalier’s mount ability and alters that ability.
  Rampage (Ex): At 3rd level, a fell rider gains 
  Trample as a bonus feat. The fell rider receives 
  a +2 bonus on overrun attempts made while 
  mounted. In addition, his mount gains a 
  +2 bonus on damage rolls when making hoof 
  attacks or using the trample monster 
  ability, even when not overrunning. 
  This ability replaces cavalier’s charge.
  Dread Rider (Ex): At 4th level, a 
  fell rider gains a bonus equal to 1/2 
  his level on Intimidate checks made 
  while mounted. Once per round as a 
  free action, he can make an Intimidate 
  check to demoralize a foe he has trampled 
  or charged while mounted. This ability 
  replaces expert trainer.
  Fell Presence (Ex): At 5th level, a fell 
  rider inspires dread while mounted. 
  As long as the fell rider is mounted, 
  all enemies within 60 feet receive a 
  –2 penalty on savings throws against 
  fear. At 10th level and every 5 levels 
  thereafter, this penalty increases by –1. 
  This ability replaces banner.
  Deadly Rampage (Ex): At 11th level, a 
  mounted fell rider no longer provokes 
  attacks of opportunity when he attempts to 
  overrun a creature. He can make a single 
  melee attack against the creature as a free 
  action if the overrun attempt succeeds. 
  This ability replaces mighty charge.
  Terror (Ex): At 14th level, a fell rider can 
  rear up his mount as a standard action, 
  spreading terror among his enemies. 
  Enemies within 60 feet who can see the fell rider must 
  succeed at a Will save (DC 10 + 1/2 the fell rider’s level + the 
  fell rider’s Charisma modifier) or be shaken for 1 round per 
  level the fell rider possesses. Creatures with half or fewer 
  Hit Dice than the fell rider become frightened instead. An 
  opponent that succeeds at the saving throw is immune to 
  that fell rider’s terror ability for 24 hours. This ability is a 
  mind-affecting fear effect, and replaces greater banner.
  Unstoppable Rampage (Ex): At 20th level, a mounted 
  fell rider can overrun up to four creatures as part of a 
  single overrun combat maneuver. Each attempt made 
  against a creature after the first receives a cumulative –5 
  penalty (for example, the fourth overrun attempt would 
  be at a –15 penalty). If any overrun attempt fails, the fell 
  rider cannot make further overrun attempts that round. 
  Attacks made by the fell rider or his mount as part of the 
  overrun, such as those provided by the Trample feat or 
  the deadly rampage ability, receive a +4 bonus to hit, and 
  any critical threats from these attacks automatically 
  confirm. This ability replaces supreme charge.
  Ironskin Monk (Monk)
  Through discipline and training, an ironskin monk 
  hardens his body to withstand punishing blows. 
  Though slow on his feet, his calloused hands 
  and feet can shatter stone and stagger foes.
  Iron Skin (Ex): At 1st level, an ironskin 
  monk gains a +1 bonus to his natural 
  armor. This bonus stacks with 
  any existing natural armor the 
  ironskin monk already has. At 4th 
  level, and every 4 levels thereafter, 
  this bonus increases by +1. This 
  ability replaces the monk’s AC 
  bonus ability and the ability to add 
  his Wisdom bonus to his AC.
  Bonus Feat: At 1st level, an ironskin 
  monk adds Power Attack to his list 
  of bonus feats. At 6th level, he adds 
  Improved Sunder to the list. At 10th 
  level, he adds Greater Sunder to the 
  list. These bonus feat choices replace 
  Dodge, Mobility, and Spring Attack 
  on his bonus feat list.
  Resilience (Ex): At 2nd level, an 
  ironskin monk can shake off the 
  physical effects of certain attacks. If he 
  makes a Fortitude saving throw against 
  an attack that has a reduced effect on a 
  successful save, he instead avoids the 
  effect entirely. This ability can be 
  used only if the monk is wearing 
  light armor or no armor. A 
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  helpless monk does not gain the benefits of resilience. 
  This ability replaces evasion.
  Ki Pool (Su): At 4th level, an ironskin monk can spend 1 
  point from his ki pool to gain a damage bonus equal to 1/2 
  his level against objects and constructs for 1 round. This 
  replaces the ability to increase speed with ki.
  Staggering Blow (Ex): At 5th level, an ironskin monk 
  attacking with an unarmed strike can spend 1 point from 
  his ki pool as a free action after a successful critical hit to 
  stagger the creature struck for 1 round (Fort DC 10 + 1/2 
  the ironskin monk’s level + the ironskin monk’s Wisdom 
  modifier negates). This ability replaces high jump.
  Tough as Nails (Ex): At 6th level, an ironskin monk gains 
  DR 1/—. Subtract 1 point from the damage the ironskin 
  monk takes each time he is dealt damage from a weapon 
  or a natural attack. This damage reduction increases by 
  1 point at 9th level and every 3 levels thereafter. Damage 
  reduction can reduce damage to 0 but not below 0. This 
  ability replaces fast movement and slow fall.
  Evasion (Ex): At 9th level, an ironskin monk gains 
  evasion. This ability replaces improved evasion.
  Surefooted (Ex): At 17th level, an ironskin monk’s speed 
  is not reduced by difficult terrain. This ability replaces 
  tongue of the sun and moon.
  Unbreakable (Ex): At 20th level, an ironskin monk sets 
  aside many of the frailties of mortal flesh. He becomes 
  immune to death effects and stunning. He is not subject 
  to ability damage or ability drain, and has a 75% chance of 
  ignoring the extra damage dealt by critical hits and sneak 
  attacks. This ability replaces perfect self.
  NEW RACIAL RULES
  The following options are available to hobgoblins. At the 
  GM’s discretion, other appropriate races may make use of 
  some of these new rules.
  Hobgoblin Equipment
  Hobgoblins have access to the following equipment.
  Brewed Reek: Animal musk, spoiled meat, pungent 
  plants, and any other foul-smelling substances on hand 
  go into a batch of brewed reek. When boiled, this mixture 
  becomes a thick alchemical slime that adheres to anything 
  it touches. You can hurl brewed reek as a splash weapon 
  with a range increment of 10 feet. A creature struck with 
  a direct hit must succeed at a DC 15 Fortitude save or be 
  sickened for 2d6 rounds. If the target fails its save, it must 
  make a second Fortitude save or be nauseated for 1 round. 
  Creatures in the splash area must make a Fortitude save or 
  be sickened for 1 round. A creature that drinks brewed reek 
  does not get a saving throw and is sickened for 2d6 rounds 
  and nauseated for 1 round. 
  Fetters: Fetters are manacles fitted around the ankles 
  rather than the wrists, and use the same rules (Core 
  Rulebook 156) for breaking, escape, and cost relative to size. 
  A creature in fetters is entangled and can only move at half 
  speed. In addition, a fettered creature must succeed at a 
  DC 15 Acrobatics check to move more than its (reduced) 
  speed in a round. If it fails the check by 5 or more, the 
  creature falls prone.
  Hobgoblin War Draught: This drink is a foul-smelling 
  alchemical blend of raw alcohol, mashed grubs, and 
  medicinal mushrooms. A hobgoblin under the effects 
  of hobgoblin war draught ignores all penalties resulting 
  from the fatigued and shaken conditions for 10 minutes, 
  after which he must succeed at a DC 15 Fortitude save or be 
  sickened for 1 hour. Anyone lacking the goblinoid subtype 
  who drinks hobgoblin war draught must immediately make 
  a DC 15 Fortitude save or be sickened for 1 hour; success 
  means the drinker ignores all penalties resulting from the 
  fatigued and shaken conditions for 1 minute, after which he 
  is sickened for 10 minutes. Hobgoblin war draught has no 
  effect on creatures that are immune to poison.
  Manacle Barbs: Barbs added to these manacles wound 
  a captive who does more than move slowly and with care. 
  A creature secured in barbed manacles takes 1 point 
  of piercing damage if it takes more than a single move 
  action during a round. Rough movement of any kind, 
  such as being struck in combat or falling prone, likewise 
  causes 1 point of damage. Attempting to break out of 
  barbed manacles with a Strength check deals 1d4 points 
  of piercing damage to the captive regardless of the success 
  of the attempt.
  Fetters can also be fitted with barbs, but the wearer can 
  avoid damage by not taking actions that involve moving 
  its legs. Hobgoblins often use such fetters to secure 
  artisans to their worktables. Securing a captive with 
  multiple sets of manacles and/or fetters doesn’t cause 
  additional damage. 
  Unstable Accelerant: A volatile mix of incendiary 
  reagents, unstable accelerant can be thrown just like 
  alchemist’s fire. In the hands of an alchemist, a flask of 
  unstable accelerant can be used as part of creating a bomb, 
  increasing its fire damage by +1d6 points. It has no effect 
  on bombs that do not deal fire damage. If the bomb lasts 
  for more than an instant, the extra damage only applies to 
  the first round’s damage.
  Hobgoblin Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Brewed reek 
  40 gp 
  1 lb. 
  DC 25
  Fetters 
  15 gp 
  2 lbs. 
  —
  Fetters, masterwork 
  50 gp 
  2 lbs. 
  —
  Hobgoblin war draught 
  10 gp 
  1 lb. 
  DC 20* 
  Manacle barbs 
  +15 gp 
  1 lb. 
  —
  Unstable accelerant 
  50 gp 
  1/2 lb. 
  DC 25
  * Craft DC 15 for hobgoblins
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  Featured Races
  Featured Races 2
  
  Hobgoblin Feats
  Hobgoblins have access to the following feats.
  Deafening Explosion
  Your bombs explode with deafening force.
  Prerequisites: Bomb class feature, hobgoblin.
  Benefit: You may reduce your bomb damage by one die 
  to give it the ability to deafen the creature struck by it. The 
  bomb must deal fire, force, or sonic damage. If a creature 
  takes a direct hit from your bomb, it must make a saving 
  throw against the bomb’s DC or be deafened for 1 minute. 
  This deafening is in addition to any other effects the bomb 
  would normally have.
  Demoralizing Lash (Combat)
  You cow your enemies with the lash of a whip.
  Prerequisites: Base attack bonus +1, Intimidate 1 rank, 
  hobgoblin.
  Benefit: To use this feat, you must use a whip (or another 
  weapon in the flails fighter weapon group) to attack a foe 
  demoralized by an Intimidate check. If the attack hits, you 
  extend the duration the creature is shaken by 1 round. This 
  feat has no effect on creatures whose shaken conditions 
  are from sources other than Intimidate checks.
  Focusing Blow (Teamwork)
  You and your allies work together to shake off mental effects.
  Prerequisites: Hobgoblin Discipline, hobgoblin.
  Benefit: An ally who also has this feat can deal damage 
  to you in order to break an ongoing mind-affecting effect 
  that allows a saving throw. The ally must cause at least 
  5 points of damage to you with an attack, spell, or other 
  ability. You then reroll your saving throw, with a +1 bonus 
  for every 5 additional points of damage the attack caused. 
  If your save is successful, the mind-affecting effect 
  ends. Only damage actually dealt counts for purposes 
  of this feat; nonlethal damage and damage reduced or 
  eliminated by damage reduction, resistances, and so on 
  does not qualify.
  Hobgoblin Discipline
  The presence of other hobgoblins bolsters your resolve.
  Prerequisites: Base attack bonus +1, hobgoblin.
  Benefit: While you are within 30 feet of at least two other 
  hobgoblins, you gain a +1 morale bonus on saving throws.
  Taskmaster (Combat)
  You intimidate weaker allies into reckless ferocity.
  Prerequisites: Demoralizing Lash, Intimidate 5 ranks, 
  hobgoblin.
  Benefit: As a standard action, you spur an ally, who 
  must have fewer Hit Dice than yourself, to reckless effort. 
  For 1 minute, the ally gains a +1 morale bonus on attack 
  rolls, weapon damage rolls, and Will saves against mind-
  affecting effects. However, the ally also takes a –2 penalty 
  to AC and on skill checks. To affect an unwilling ally, you 
  must succeed at an Intimidate check with the same DC 
  used to demoralize your ally.
  Special: If you have 10 or more ranks in Intimidate, the 
  morale bonus increases to +2.
  Terrorizing Display (Combat)
  Your battle prowess frightens friend and foe alike.
  Prerequisites: 
  Dazzling 
  Display, 
  Demoralizing 
  Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, 
  hobgoblin, proficiency with selected weapon.
  Benefits: When you use Dazzling Display, in addition 
  to its normal effects, you can use it to spur allies within 30 
  feet as if you had used the Taskmaster feat. Use the same 
  Intimidate check to determine the effects of Dazzling 
  Display and this feat.
  Hobgoblin Magic Items
  Hobgoblins have access to the following weapon special 
  abilities and magic items. 
  Cruel (weapon special ability): A cruel weapon feeds on 
  fear and suffering. When the wielder strikes a creature that 
  is frightened, shaken, or panicked with a cruel weapon, that 
  creature becomes sickened for 1 round. When the wielder 
  uses the weapon to knock unconscious or kill a creature, 
  he gains 5 temporary hit points that last for 10 minutes.
  Faint necromancy; CL 5th; Craft Magic Arms and 
  Armor, cause fear, death knell; Price +1 bonus.
  Deadly (weapon special ability): This special ability can 
  only be placed on weapons that normally deal nonlethal 
  damage, such as whips and saps. All damage a deadly 
  weapon deals is lethal damage. A whip (or similar weapon 
  that cannot damage creatures with armor or natural 
  armor bonuses) with this special ability deals damage even 
  to creatures with armor or natural armor. On command, 
  the weapon suppresses this ability until told to resume it.
  Faint necromancy; CL 5th; Craft Magic Arms and 
  Armor, inflict light wounds; Price +1 bonus.
  HOBGOBLIN BATTLE STANDARD
  Aura moderate enchantment; CL 10th
  Slot none; Price 50,000 gp (despair), 60,000 gp (ferocity), 
  45,000 gp (iron resolve); Weight 3 lbs.
  DESCRIPTION
  A battle standard is a cloth flag or standard, typically 2 feet 
  wide and 4 feet long, meant to be carried and displayed on 
  a lance, polearm, frame, or staff. It has no effect when not 
  mounted properly or when lying on the ground. Hobgoblin 
  battle standards normally depict the device or insignia of 
  a tribe or nation, and different types of standards grant 
  different effects.
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  A battle standard may be carried (on foot or mounted) 
  or planted. In the latter case, the standard does not need a 
  bearer, but if it is toppled or touched by an enemy, it loses 
  its effectiveness until reclaimed and replanted by allies of 
  its owner.
  Despair: Enemies of the bearer of a hobgoblin battle 
  standard of despair are sickened while within 60 feet of the 
  banner. Any enemy that sustains a critical hit while sickened 
  because of the standard must succeed at a Will saving throw 
  (DC 15) or become dazed for 1 round.
  Ferocity: Allies of the bearer of a hobgoblin battle standard 
  of ferocity gain a +2 morale bonus on attack rolls, weapon 
  damage rolls, and saving throws against mind-affecting 
  effects as long as they are within 60 feet of the banner.
  Iron Resolve: Allies of the bearer of a hobgoblin battle 
  standard of iron resolve gain 10 temporary hit points and the 
  benefits of the Diehard feat for as long as they are within 
  30 feet of the banner. The temporary hit points can only be 
  gained once per day per creature.
  CONSTRUCTION
  Requirements Craft Wondrous Item, crushing despair 
  (despair), rage (ferocity), aid and bear’s endurance (iron 
  resolve); Cost 25,000 gp (despair), 30,000 gp (ferocity), 
  22,500 gp (iron resolve)
  HORSESHOES OF CRUSHING BLOWS
  Aura faint evocation; CL 5th
  Slot feet; Price 4,000 gp (+1), 16,000 gp (+2), 36,000 gp (+3), 
  64,000 gp (+4), 100,000 gp (+5); Weight 4 lbs. (for four)
  DESCRIPTION
  Horseshoes of crushing blows grant an enhancement bonus on 
  attack and damage rolls made with hoof attacks; this bonus 
  varies based on the item’s price. Alternatively, as described for 
  the amulet of mighty fists, they can grant melee weapon special 
  abilities so long as they can be applied to unarmed attacks. 
  Horseshoes of crushing blows cannot have a modified bonus 
  (enhancement bonus plus special ability bonus equivalents) 
  higher than +5. Horseshoes of crushing blows are crafted 
  as sets of four, with each shoe in the set bearing the same 
  enhancements. All four shoes must be worn by the same 
  animal to be effective.
  Horseshoes of crushing blows may be crafted out of special 
  materials, gaining the usual benefits. For purposes of pricing, 
  they count as a single one-handed weapon weighing 4 pounds 
  (for example, adamantine horseshoes of crushing blows would 
  cost an additional 3,000 gp). The materials needed to make 
  cold iron horseshoes of crushing blows add no extra costs in and 
  of themselves, but enhancing cold iron horseshoes of crushing 
  blows increases the price by the usual 2,000 gp.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, Craft Wondrous 
  Item, creator’s caster level must be at least three times 
  the amulet’s bonus, plus any requirements of the melee 
  weapon special abilities; Cost 2,000 gp (+1), 8,000 gp (+2), 
  18,000 gp (+3), 32,000 gp (+4), 50,000 gp (+5)
  SHACKLES OF DURANCE VILE
  Aura moderate enchantment; CL 9th
  Slot wrists; Price 16,200 gp; Weight 2 lbs.
  DESCRIPTION
  These masterwork iron manacles sap the will of their wearer. 
  When attached to a humanoid creature as their command word 
  is spoken, they affect their prisoner with a dominate person spell, 
  except that if the prisoner fails its saving throw, the effect lasts 
  for as long as the shackles are attached. Removing or destroying 
  the shackles immediately breaks the enchantment. The shackles 
  can be so used once per day. Shackles of durance vile can only 
  be activated against a helpless, restrained, or willing creature; 
  if attached to a creature still able to resist they function only 
  as manacles, albeit superior ones. Shackles of durance vile have 
  hardness 15, 20 hit points, and a superior lock. They have a 
  break DC of 30 and an Escape Artist DC of 35.
  CONSTRUCTION
  Requirements Craft Wondrous Item, dominate person; Cost 
  8,200 gp
  WOUND PASTE
  Aura faint conjuration; CL 1st
  Slot none; Price 50 gp; Weight 1/2 lb.
  DESCRIPTION
  Prized by slavers as an affordable way to stop a captive 
  from bleeding to death, a dose of wound paste acts as a 
  stabilize spell when slathered on a dying creature. Applying 
  wound paste is a standard action that provokes an attack of 
  opportunity. A pot of wound paste contains 5 doses.
  CONSTRUCTION
  Requirements Craft Wondrous Item, stabilize; Cost 25 gp
  Hobgoblin Spells
  Hobgoblins have access to the following spell. 
  AGONIZING REBUKE 
  School illusion (phantasm) [emotion, mind-affecting]; Level 
  antipaladin 2, cleric 3, inquisitor 3, witch 3
  Casting Time 1 standard action
  Component V, S
  Range close (25 ft. + 5 ft./2 level)
  Target one living creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes. 
  With a word and a gesture, you instill such apprehension 
  about attacking you in your target that doing so causes it 
  mental distress and pain. Each time the target makes an 
  attack against you, targets you with a harmful spell, or 
  otherwise takes and action that would harm you, it takes 
  2d6 points of nonlethal damage. 
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  Featured Races
  Featured Races 2
  
  Ifrits
  Humans whose ancestry includes beings of elemental 
  fire such as efreet, ifrits are a passionate and fickle race. 
  No ifrit is satisfied with a sedentary life; like a wildfire, 
  ifrits must keep moving or burn away into nothingness. 
  Ifrits not only adore flames, but personify multiple 
  aspects of them as well, embodying both fire’s dynamic, 
  ever-changing energy and its destructive, pitiless nature. 
  Physical Description: Ifrits vary in appearance as 
  widely as their elemental ancestors do. Most have pointy 
  ears, red or mottled horns on the brow, and hair that 
  flickers and waves as if it were aflame. Some possess 
  skin the color of polished brass or have charcoal-hued 
  scales covering their arms and legs. Ifrits favor revealing 
  and ostentatious clothing in bright oranges and reds, 
  preferably paired with gaudy jewelry.
  Society: Ifrits are most often born into human 
  communities, and rarely form societies of their 
  own. Those who grow up in a city are almost always 
  imprisoned or driven off before they reach adulthood; 
  most are simply too hot-headed and independent to fit 
  into civilized society, and their predilection toward 
  pyromania doesn’t endear them to the local authorities. 
  Those born into nomadic or tribal societies fare much 
  better, since ifrits’ instinctive urge to explore and 
  conquer their surroundings can easily earn them a place 
  among their tribe’s leadership.
  Relations: Even the best-natured ifrits tend to view other 
  individuals as tools to use as they see fit, and as such they 
  get along best with races they can charm or browbeat into 
  submission. Half-elves and gnomes often find themselves 
  caught up in an ifrit’s schemes, while halflings, half-
  orcs, and dwarves usually bridle at ifrits’ controlling 
  nature. Strangely, ifrits sometimes form incredibly close 
  bonds with elves, whose calm, aloof nature seems to 
  counterbalance an ifrit’s impulsiveness. Most ifrits refuse 
  to associate with sylphs, but are otherwise on peaceable 
  terms with the other elemental-touched races.
  Alignment and Religion: Ifrits are a dichotomous 
  people—on one hand, fiercely independent, and on the 
  other, imperious and demanding. They are often accused 
  of being morally impoverished, but their troublemaking 
  behavior is rarely motivated by true malice. Ifrits are 
  usually lawful neutral or chaotic neutral, with a few 
  falling into true neutrality. Most ifrits lack the mindset 
  to follow a god’s teachings, and resent the strictures 
  placed on them by organized faith. When ifrits do take 
  to worship (usually venerating a fire-related deity), they 
  prove to be zealous and devoted followers. 
  Adventurers: Ifrits adventure for the sheer thrill of 
  it and for the chance to test their skill against worthy 
  foes, but most of all they adventure in search of power. 
  Once ifrits dedicate themselves to a task, they pursue it 
  unflinchingly, never stopping to consider the dangers 
  ahead of them. When this brashness finally catches up 
  with them, ifrits often rely on sorcery or bardic magic to 
  combat their resulting troubles.
  Male Names: Aja, Denat, Efit, Elum, Jalij, Maqej, Urah.
  Female Names: Alayi, Etwa, Maqan, Qari, Sami, Zetaya.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing ifrit racial traits. Consult your GM before 
  selecting any of these new options.
  Desert Mirage: Ifrits thrive in the deserts of the world, 
  where their keen instincts and resistance to heat give 
  them a huge edge over their competitors. Those with this 
  trait gain a +2 racial bonus on Stealth checks in desert 
  environments and on saves to resist starvation and thirst. 
  This racial trait replaces fire affinity.
  Efreeti Magic: Some ifrits inherit an efreeti ancestor’s 
  ability to magically change a creature’s size. They can 
  cast either enlarge person or reduce person (the ifrit chooses 
  when using this ability) once per day as a spell-like 
  ability (caster level equals the ifrit’s level). The ifrit can 
  use this ability to affect other ifrits as though they were 
  humanoid creatures. This racial trait replaces the spell-
  like ability racial trait.
  Fire in the Blood: Ifrits with this racial trait mimic the 
  healing abilities of the mephits, gaining fast healing 2 for 
  1 round anytime they take fire damage (whether or not 
  this fire damage gets through their fire resistance). The 
  ifrits can heal up to 2 hit points per level per day with this 
  ability, after which it ceases to function. This racial trait 
  replaces fire affinity.
  Fire Insight: Ifrit spellcasters sometimes find that 
  their elemental heritage makes creatures of fire more 
  willing to serve them. Summon monster and summon 
  nature’s ally spells that the ifrit casts last 2 rounds longer 
  than normal when used to summon creatures with the 
  fire subtype. This racial trait replaces fire affinity.
  Fire-Starter: Ifrits with this racial trait derive sadistic 
  satisfaction from watching others burn. Anytime the 
  ifrit causes a creature to catch fire, he gains a +1 morale 
  bonus on the next single attack roll, saving throw, skill 
  check, or ability check that he makes in the next round. 
  The ifrit only gains this bonus the first time he causes 
  a particular creature to catch fire; subsequent times the 
  creature catches fire provide no bonus. This racial trait 
  replaces fire affinity.
  Forge-Hardened: Not all ifrits are descended from 
  efreet—some instead descend from azers or even 
  salamanders. Such ifrits gain a +2 racial bonus on Craft 
  (armor and weapons) checks and saves to resist fatigue 
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  and exhaustion. This racial trait replaces the spell-like 
  ability racial trait.
  Hypnotic: Ifrits with this racial trait evoke the 
  entrancing nature of flame, adding +1 to the DC for all 
  saving throws against spells or effects they cast that 
  inflict the fascinated condition. Once per day, when 
  a creature rolls a saving throw against such an effect 
  from the ifrit, the ifrit can spend an immediate action to 
  force that creature to reroll the saving throw and use the 
  second result, even if it is worse. The ifrit must announce 
  he is using this ability before the results of the first roll 
  are revealed. This racial trait replaces fire affinity.
  Wildfire Heart: Ifrits with this trait are as swift and 
  dangerous as a blazing wildfire. They gain a +4 racial 
  bonus on initiative checks. This racial trait replaces 
  energy resistance.
  FAVORED CLASS OPTIONS
  The following options are available to all ifrits who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward.
  Alchemist: Add +1/2 to the alchemist’s bomb damage.
  Bard: Add +1/6 to the number of people the bard can 
  affect with the fascinate bardic performance.
  Cleric: Add a +1/2 bonus on Knowledge (planes) 
  checks relating to the Plane of Fire and creatures with 
  the fire subtype.
  Gunslinger: Add +1/2 to the bonus on initiative checks 
  the gunslinger makes while using her gunslinger 
  initiative deed.
  Inquisitor: Add a +1/2 bonus on Intimidate checks 
  made against creatures with the fire subtype and a +1/2 
  bonus on Knowledge (planes) checks relating to the Plane 
  of Fire.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of one revelation.
  Rogue: Add a +1/2 bonus on Acrobatics checks to  
  jump and a +1/2 bonus on Intimidate checks to 
  demoralize enemies.
  Sorcerer: Choose a bloodline power from the elemental 
  (fire) bloodline or the efreeti bloodline (Ultimate Magic 67) 
  that the sorcerer can use. The sorcerer treats her class 
  level as though it were +1/2 higher (to a maximum of +4) 
  when determining the effects of that power.
  Ifrit Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom: Ifrits are passionate and 
  quick, but impetuous and destructive.
  Native Outsider: Ifrits are outsiders with the native subtype.
  Medium: Ifrits are Medium creatures and receive no bonuses 
  or penalties due to their size.
  Normal Speed: Ifrits have a base speed of 30 feet.
  Darkvision: Ifrits can see in the dark up to 60 feet.
  Spell-Like Ability: Burning hands 1/day (caster level equals 
  the ifrit’s level).
  Energy Resistance: Ifrits have fire resistance 5.
  Fire Affinity: Ifrit sorcerers with the elemental (fire) 
  bloodline treat their Charisma score as 2 points 
  higher for all sorcerer spells and class abilities. 
  Ifrit spellcasters with the Fire domain use their 
  domain powers and spells at +1 caster level.
  Languages: Ifrits begin play speaking Common and 
  Ignan. Ifrits with high Intelligence scores can choose 
  from the following: Aquan, Auran, Dwarven, Elven, Gnome, 
  Halfling, and Terran.
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  Featured Races
  Featured Races 2
  
  RACIAL ARCHETYPES
  The following racial archetypes are available to ifrits.
  Immolator (Inquisitor)
  The immolator puts her pyromaniacal urges to work in 
  the service of a deity. She brings burning retribution down 
  upon the enemies of her faith, consigning their souls to 
  the sacrificial flames. An immolator has the following 
  class features.
  Servant of the Flame: An immolator must worship 
  a deity whose portfolio includes the Fire domain. An 
  immolator who selects the Fire domain (or one of its 
  associated subdomains, if available) uses her domain 
  powers at +1 caster level (this stacks with the ifrit’s fire 
  affinity racial trait).
  Judgment (Su): An immolator gains the following 
  judgment instead of the smiting judgment.
  Immolation: The immolator channels purifying flame 
  to consume her enemies. When dealing fire damage to an 
  opponent, she treats the target’s fire resistance as 5 lower 
  than normal (minimum 0). At 6th level, she treats the 
  target’s resistance as 10 lower than normal, 15 lower than 
  normal at 11th level, and 20 lower than normal at 16th level.
  Burnt Offering (Su): At 5th level, as a swift action, 
  an immolator can imbue one of her weapons with 
  the flaming weapon special ability. Any creature slain by 
  this weapon burns with magical flame; its body turns to 
  ash, though its equipment is not harmed. This special 
  ability only functions while the immolator wields the 
  weapon. This ability lasts for a number of rounds per 
  day equal to the immolator’s level. These rounds do not 
  need to be consecutive. At 12th level, this ability gives 
  the immolator’s weapon the flaming burst weapon special 
  ability. This ability replaces bane and greater bane.
  Judgment by Fire (Su): At 20th level, an immolator 
  can call fiery judgment down upon a foe during combat. 
  Whenever an immolator uses her judgment ability, she can 
  invoke a judgment by fire on a foe as a swift action. Once 
  declared, the immolator can make a single melee (or ranged 
  attack, if the foe is within 30 feet) against the target. If the 
  attack hits, the attack deals fire damage instead of weapon 
  damage, and the target must make a successful Fortitude 
  save or die (creatures immune to fire do not have to save). 
  The DC of this save is equal to 10 + 1/2 the immolator’s level 
  + the immolator’s Wisdom modifier. Regardless of whether 
  the save is successful, the target creature is immune to the 
  immolator’s judgment by fire ability for 24 hours. Creatures 
  killed in this manner explode in a burst of fire, dealing 
  10d6 points of fire damage to every creature within 5 feet 
  (Reflex save for half damage, DC 10 + 1/2 the immolator’s 
  level + the immolator’s Wisdom modifier). Once this ability 
  has been used, it cannot be used again for 1d4 rounds. This 
  ability modifies and functions as true judgment.
  Wishcrafter (Sorcerer)
  Wishcrafters are born with a talent for manipulating 
  reality inherited from their efreeti ancestors. However, 
  like the genies they are descended from, wishcrafters can 
  only draw upon this power to fulfill the desires of others. 
  A wishcrafter has the following class features.
  Wishbound Arcana (Su): At 1st level, the wishcrafter 
  can use the wishes of non-genie creatures other than 
  herself in place of the normal verbal components of her 
  spells. A creature can make a wish as a free action at any 
  time, even during the wishcrafter’s turn. The wishcrafter 
  must be able to hear and understand a wish in order to 
  use it as a spell component. A spell that doesn’t normally 
  have a verbal component gains one when cast using this 
  ability. A wish doesn’t need to mention the name of a 
  specific spell, but must describe an outcome that can be 
  accomplished by casting a spell the wishcrafter knows 
  (for example, wishing to be bigger could supply the verbal 
  component for enlarge person). A wishcrafter gains a +1 
  bonus to her caster level when using a creature’s wish as 
  a verbal component in this manner, but cannot include 
  herself as a target of such spells. She can be affected by 
  such a spell if it affects an area rather than a target or 
  targets. A wishcrafter is under no compulsion to grant a 
  creature’s wish. Once the wishcrafter grants a creature’s 
  wish using this ability, she cannot use this ability to 
  grant that creature any further wishes for 24 hours. This 
  ability replaces bloodline arcana.
  Expanded Wishcraft: At 3rd level and every 2 levels 
  thereafter, the wishcrafter grows more adept at altering 
  reality to fit the whims of others. She may add an additional 
  spell selected from the sorcerer/wizard spell list to her list 
  of spells known. This spell must be one level lower than 
  the highest-level spell she can cast. A wishcrafter can only 
  use these spells in conjunction with her wishbound arcana 
  ability. For example, if she used this ability to learn cat’s 
  grace, she can only cast it when another creature wishes for 
  it, and can’t cast it on herself because it is a targeted spell. 
  She cannot use these spells to craft or recharge magic items. 
  These bonus spells replace the bloodline spells gained by 
  the sorcerer’s bloodline.
  Heart’s Desire (Su): At 7th level, as a swift action, a 
  wishcrafter can force a single creature within 30 feet to 
  confess its deepest desire. The target receives a Will save 
  to negate this effect (DC 10 + 1/2 the wishcrafter’s level + 
  the wishcrafter’s Charisma modifier). On a failed save, 
  the creature must immediately wish aloud in a clear voice 
  for something it truly desires, allowing the wishcrafter 
  to activate her wishbound arcana ability if she knows a 
  spell that can fulfill that wish. This is a mind-affecting 
  effect. Regardless of whether the save is successful, a 
  creature cannot be the target of the same wishcrafter’s 
  heart’s desire ability again for 24 hours. The wishcrafter 
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  can use this ability a number of times per day equal to her 
  Charisma bonus. This ability replaces the bloodline bonus 
  feat gained at 7th level.
  Twisted Wish (Su): At 13th level, a wishcrafter becomes 
  adept at corrupting wishes to negatively affect the creature 
  that wished them. When a wishcrafter affects a creature 
  with a spell using its wish as a spell component, she may 
  twist the wish, applying a –4 penalty to the creature’s 
  saving throws against the spell. The effects of wishes 
  twisted this way are difficult to remove; the DC of caster 
  level checks to dispel them increases by 5. This ability 
  replaces the bloodline bonus feat gained at 13th level.
  Perfect Wishcraft (Su): At 19th level, the wishcrafter 
  perfects her ability to manipulate reality. Once per day, 
  she may cast any spell on the sorcerer/wizard spell list as 
  if it were on her list of spells known. Using this ability 
  otherwise has all of the benefits and limitations of 
  the wishbound arcana ability. This ability replaces the 
  bloodline bonus feat gained at 19th level.
  NEW RACIAL RULES
  The following options are available to ifrits. 
  At the GM’s discretion, other appropriate 
  races may make use of some of these 
  new rules.
  Ifrit Equipment
  Ifrits have access to the 
  following equipment.
  Fire 
  Ink: 
  This 
  rich 
  yellow ink reacts with a 
  creature’s body heat to create 
  a flickering, flamelike glow. It 
  takes 10 minutes to apply fire 
  ink, and 1 dose covers an 
  approximately hand-sized 
  area. Once applied, the ink 
  glows as a candle for 24 
  hours. Four or more doses 
  applied to the same part of 
  the body glow as a torch for 24 
  hours. The alchemical reaction of 
  the ink to the target’s skin and body heat is painful and 
  irritating, giving the target the sickened condition while 
  the glow lasts. A DC 15 Heal check can temporarily soothe 
  these sensations, negating the sickened condition for 1 
  hour. Creatures immune or resistant to fire are immune to 
  this sickening effect. Ifrits are especially known for their 
  fondness for fire ink, and ifrit fire-dancers often decorate 
  their skin with flaming designs before performing. 
  A concentrated version of the ink costs 10 times as 
  much and can be used to make permanently 
  glowing tattoos.
  Ifrit’s Blood: Ifrit alchemists claim to make this thick red 
  oil from their own blood—hence the morbid name—but 
  this claim is almost certainly false. Ifrit’s blood ignites upon 
  contact with air, but burns slowly and is unsuitable for use as 
  a splash weapon. A creature can apply a flask of ifrit’s blood 
  to a weapon as a standard action, wreathing the weapon in 
  vibrant red flames for 1 minute. The oil deals 1 point of fire 
  damage on each successful attack with the weapon and deals 
  1 point of fire damage to the weapon itself, bypassing the 
  weapon’s hardness if any part of it is made of wood. If the oil 
  is applied to a creature’s natural weapons or unarmed strikes, 
  the creature takes 1 point of fire damage each round (though 
  its fire immunity or resistance still applies).
  Ifrit Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Fire ink 
  1 gp 
  — 
  15
  Ifrit’s blood 
  50 gp 
  1 lb. 
  20
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  Featured Races
  Featured Races 2
  
  Ifrit Feats
  Ifrits have access to the following feats.
  Blazing Aura (Combat)
  An inferno rages inside you, causing your body to radiate 
  intense heat.
  Prerequisites: 
  Inner 
  Flame, 
  Scorching 
  Weapons, 
  character level 13th, ifrit.
  Benefit: When you use Scorching Weapons, on your 
  turn as a free action, you may create an aura of heat 
  that lasts for 1 round. This aura deals 1d6 points of fire 
  damage to any creature that begins its turn adjacent  
  to you.
  Blistering Feint (Combat)
  Your foes flinch from the heat of your weapon, giving you 
  an opportunity to slip past their defenses.
  Prerequisites: Combat Expertise, Improved Feint, ifrit.
  Benefit: You gain a +2 bonus on feint checks made while 
  wielding a weapon that deals fire damage. Anytime you 
  successfully feint a creature while using such a weapon, 
  you may deal its fire damage to the enemy.
  Elemental Jaunt
  The spirits of your ancestral home call to you, beckoning 
  you to return.
  Prerequisites: Character level 15th, ifrit, oread, sylph, 
  or undine.
  Benefit: Once per day, you can cast plane shift as a 
  spell-like ability with a caster level equal to your level to 
  transport yourself and willing targets to an elemental 
  plane that is appropriate to your race (ifrits to the Plane of 
  Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, 
  and undines to the Plane of Water). While on that plane, 
  you (but not anyone transported with you) are treated 
  as though under the effect of the spell planar adaptation 
  (Advanced Player’s Guide 236).
  Firesight
  Fire no longer blinds you, and smoke conceals nothing 
  from your gaze.
  Prerequisite: Ifrit.
  Benefit: You can see through fire and smoke without 
  penalty, ignoring any cover or concealment bonuses from 
  fire and smoke. This does not allow you to see anything 
  you could not otherwise see (for example, invisible 
  creatures are still invisible). You are immune to the 
  dazzled condition.
  Inner Flame (Combat)
  Your body generates so much heat that your mere touch 
  scorches your enemies.
  Prerequisites: Scorching Weapons, character level 7th, ifrit.
  Benefit: Your bonus on saves against fire attacks and 
  spells with the fire descriptor or light descriptor increases 
  to +4. When you use Scorching Weapons, the affected 
  weapons deal an additional 1d6 points of fire damage 
  instead of 1, and when you are grappling, you deal this 
  damage to your grappling opponent on your turn.
  Scorching Weapons (Combat)
  Elemental fire stirs within your body, boiling your blood 
  and rendering you resistant to flame.
  Prerequisite: Ifrit.
  Benefit: You gain a +2 bonus on saving throws against 
  fire attacks and spells with the fire descriptor or light 
  descriptor. As a swift action, you can make up to two held 
  manufactured metallic weapons become red-hot for 1 
  round, dealing 1 additional point of fire damage with a 
  successful hit. This does not stack with other effects that 
  add fire damage to weapons, such as the flaming weapon 
  special ability.
  Ifrit Magic Items
  Ifrits have access to the following weapon special ability 
  and magic item.
  Igniting (weapon special ability): An igniting weapon 
  functions as a flaming weapon that also causes foes to 
  catch fire (Core Rulebook 444) upon striking a successful 
  critical hit. The target does not get a saving throw to avoid 
  catching fire, but can make a save each round on its turn to 
  put out the fire. The flaming ability must be active for the 
  weapon to set enemies on fire.
  Strong evocation; CL 12th; Craft Magic Arms and Armor, 
  flame blade, flame strike, or fireball; Price +2 bonus. 
  CLOAK OF FIERY VANISHING
  Aura faint abjuration and illusion; CL 5th
  Slot shoulders; Price 2,600 gp; Weight 1 lb.
  DESCRIPTION
  This thick leather cloak is charred and blackened around the 
  edges and smells faintly of soot. Once per day, when subject 
  to an effect that deals fire damage, the wearer can spend an 
  immediate action while obscured by the flames to become 
  invisible, leaving behind an illusory pile of ashes and bones, 
  as if he had been slain by the fire effect. The invisibility and 
  the illusory remains last for 5 rounds or until the wearer 
  attacks any creature. Creatures that study or interact with 
  the ashes can make a DC 11 Will save to disbelieve the 
  illusion, though this does not end the invisibility effect.
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility, silent image; 
  Cost 1,300 gp
  Ifrit Spells
  Ifrits have access to the following spells.
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  CHAINS OF FIRE
  School evocation [fire]; Level magus 6, sorcerer/wizard 6
  Components V, S, F (a drop of oil and a small piece of flint)
  Range medium (100 ft. + 10 ft./level)
  This spell functions like chain lightning, except as noted above, 
  and the spell deals fire damage instead of electricity damage.
  DEATH CANDLE
  School necromancy [death, evil, fire]; Level antipaladin 1, cleric 2, 
  inquisitor 2, witch 2
  Casting Time 1 round
  Components V, S
  Duration instantaneous/1 round per HD of subject; see text
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell functions like death knell, except instead of using 
  the slain target’s life energy to enhance yourself, you use 
  it to summon a Small fire elemental resembling a burning, 
  howling version of the slain creature. The elemental acts 
  immediately on your turn and otherwise behaves as if you 
  had summoned it with summon monster II. The elemental 
  remains for a number of rounds equal to the Hit Dice of the 
  slain creature.
  FIRESTREAM
  School evocation [fire]; Level magus 3, sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S
  Range 20 ft.
  Area 20-ft. line
  Duration concentration, up to 1 round/level; see text
  Saving Throw Reflex half; Spell Resistance yes
  A rushing stream of fire sprays from your outstretched hand, 
  dealing 2d6 points of fire damage to every creature in the 
  area. Each round you continue to concentrate on the spell, 
  you can select a new area for it to affect.
  Firestream sets fire to combustibles and damages objects 
  in the area. It can melt metals with low melting points, 
  such as lead, gold, copper, silver, and bronze. If the damage 
  caused to an interposing barrier shatters or breaks through 
  it, the firestream may continue beyond the barrier if the area 
  permits; otherwise it stops at the barrier just as any other 
  spell effect does.
  FURY OF THE SUN
  School transmutation [curse, fire]; Level druid 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  You curse the target to suffer unbearable heat. On a failed 
  saving throw, the target is immediately subjected to severe 
  heat (Core Rulebook 444), takes 1d4 points of nonlethal 
  damage, and is suffering from heatstroke (fatigued). The 
  target must save every 10 minutes as normal for severe heat 
  (starting at DC 15 rather than the DC of this spell). Because 
  this heat is internal, the target cannot avoid it using the 
  normal methods for escaping heat dangers such as Survival 
  checks or finding shade. 
  HEALING WARMTH
  School abjuration; Level alchemist 4, cleric 4, druid 4, 
  inquisitor 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level 
  This spell grants you temporary immunity to fire damage as 
  protection from energy. As a standard action, you may sacrifice 
  12 points of remaining energy absorption from the spell to 
  heal a touched creature of 1d8 points of damage. Healing a 
  creature provokes an attack of opportunity. When the spell 
  has absorbed 12 points of fire damage per caster level (to a 
  maximum of 120 points at 10th level), it is discharged.
  SCORCHING ASH FORM
  School transmutation [fire]; Level alchemist 4, sorcerer/
  wizard 4 Components S, M (a bit of gauze and a handful of 
  ashes) Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  This spell functions like gaseous form, except the target 
  becomes a visible swirl of hot ash and smoke instead of 
  harmless translucent gas. The target gains the fire subtype. 
  Any creature that begins its turn sharing a space with the 
  target takes 2d6 points of fire damage and must make a 
  Fortitude save (DC 15, + 1 per previous check) or suffer the 
  effects of smoke inhalation (Core Rulebook 444).
  TOUCH OF COMBUSTION
  School evocation [fire]; Level druid 1, inquisitor 1, magus 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature or object touched
  Duration instantaneous
  Saving Throw Reflex negates; see text; Spell Resistance yes
  Your successful melee touch attack causes the target to 
  ignite in a violent burst of flame, dealing 1d6 points of fire 
  damage. If it fails its saving throw, the target also catches 
  on fire (Core Rulebook 444). If the target catches fire, on the 
  first round thereafter, creatures adjacent to it (including 
  you) must each succeed at a Reflex save or take 1d4 points 
  of fire damage.
  131131
  Featured Races
  Featured Races 2
  
  Kobolds 
  Kobolds are weak, craven, and seethe with a festering 
  resentment for the rest of the world, especially members 
  of races that seem stronger, smarter, or superior to them 
  in any way. They proudly claim kinship to dragons, but 
  beneath all the bluster, the comparison to their glorious 
  cousins leaves kobolds with a profound sense of inadequacy. 
  Though they are hardworking, clever, and blessed with a 
  natural talent for mechanical devices and mining, they 
  spend their days nursing grudges and hatreds instead 
  of celebrating their own gifts. Kobold tactics specialize 
  in traps and ambushes, but kobolds enjoy anything that 
  allows them to harm others without putting themselves at 
  risk. Often, they seek to capture rather than to kill, taking 
  out their frustrations on the helpless victims they drag 
  back to their claustrophobic lairs. 
  Physical Description: Kobolds are small, bipedal 
  reptilian humanoids. Most stand around 3 feet tall and 
  weigh about 35 pounds. They have powerful jaws for 
  creatures of their size and noticeable claws on their hands 
  and feet. Often kobolds’ faces are curiously devoid of 
  expression, as they favor showing their emotions by simply 
  swishing their tails. Kobolds’ thick hides vary in color, and 
  most have scales that match the hue of one of the varieties 
  of chromatic dragons, with red scales being predominant. 
  A few kobolds, however, have more exotic colors such as 
  orange or yellow, which in some tribes raises or lowers an 
  individual’s status in the eyes of his fellows. 
  Society: Kobolds thrive in cramped quarters far from 
  the light of the sun. Most live in vast warrens deep beneath 
  the earth, but a few instead prefer to make their homes 
  beneath tangles of overgrown trees and brush. Saving 
  their malice for other races, most kobolds get along well 
  with their own kind. While squabbles and feuds do occur, 
  the elders who rule kobold communities tend to settle 
  such conflicts swiftly. Kobolds delight in taking slaves, 
  relishing the chance to torment and humiliate them. They 
  are also cowardly and practical, and often end up bowing 
  to more powerful beings. If these creatures are of another 
  humanoid race, kobolds often scheme to free themselves 
  from subjugation as soon as possible. If the overlord is a 
  powerful draconic or monstrous creature, however, kobolds 
  see no shame in submission, and often shower adoration on 
  their new leader. This is especially true if the kobolds serve 
  a true dragon, who they tend to worship outright. 
  Relations: Kobolds often seethe with hatred and 
  jealousy, but their innate caution ensures that they only 
  act on these impulses when they have the upper hand. If 
  unable to safely indulge their urge to physically harm and 
  degrade members of other races, they resort to careful 
  insults and “practical jokes” instead. 
  They consider both dwarves and elves to be deadly 
  rivals. Kobolds fear the brute power of half-orcs and 
  resent humans for the dominant status that race enjoys. 
  They believe half-elves blend the best qualities of both 
  parent races, which strikes kobolds as fundamentally 
  unfair. Kobolds believe halflings, small in stature, make 
  wonderful slaves and targets for kobold rage and practical 
  jokes. When the gnomes first arrived in the mortal realm, 
  kobolds saw them as perfect victims. This sparked waves of 
  retaliation and reprisal that have echoed on down through 
  the centuries and earned the kobolds’ permanent enmity.
  Alignment and Religion: Kobolds readily knuckle under 
  to superior force but rarely stop scheming to gain an 
  edge over their oppressors. Most kobolds are lawful evil, 
  though some, more concerned with procedure than their 
  own personal advantage, become lawful neutral instead. 
  Kobolds often pray to Asmodeus or Lamashtu in hopes of 
  bringing ruin to their foes or power to themselves. A few 
  others instead venerate Calistria, hoping for her blessing 
  when making traps or striking back at the world they believe 
  has so wronged them. In addition to these deities, kobolds, 
  supremely opportunistic, also sometimes worship nearby 
  monsters as a way of placating them or earning their favor. 
  Adventurers: Kobolds rarely leave their cozy warrens by 
  their own choice. Most of those who set out on adventures 
  are the last of their tribe, and such individuals often 
  settle down again as soon as they find another kobold 
  community willing to take them in. Kobolds who cannot 
  rein in, or at least conceal, their spiteful and malicious 
  natures have great difficulty surviving in the larger world. 
  Male Names: Draahzin, Eadoo, Ipmeerk, Jamada, Kib, 
  Makroo, Olp, Yraalik, Zornesk. 
  Female Names: Adriaak, Harkail, Neeral, Ozula, Poro, 
  Saassraa, Tarka. 
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing kobold racial traits. Consult your GM before 
  selecting any of these new options.
  Beast Bond: Some kobolds have a talent for training 
  animals and beasts to help them both on and off the 
  battlefield. Kobolds with this racial trait gain a +2 racial 
  bonus on Handle Animal and Ride checks. Handle 
  Animal and Ride are always class skills for them. This 
  racial trait replaces crafty.
  Dragon-Scaled: Some kobolds are hatched with scales 
  of such vivid color that their connection to a particular 
  sort of chromatic dragon seems undeniable. Whether this 
  coloration is just a quirk of a stray egg or a trait shared by 
  all the members of a tribe, these kobolds gain a resistance 
  that makes them especially suited to work alongside 
  dragons matching the color of the kobold’s scales. Black-
  scaled and green-scaled kobolds with this racial trait gain 
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  acid resistance 5. Blue-scaled kobolds with this racial trait 
  gain electricity resistance 5. Red-scaled kobolds with this 
  racial trait gain fire resistance 5. White-scaled kobolds 
  with this racial trait gain cold resistance 5. This racial trait 
  replaces the armor racial trait.
  Gliding Wings: Some kobolds are born with wings that, 
  while too weak for actual flying, do allow them to fall at 
  a very slow and safe pace. A kobold with wings can use 
  them to glide. It can make a DC 15 Fly check to fall safely 
  from any height without taking falling damage, as if using 
  feather fall. When falling safely, it may make an additional 
  DC 15 Fly check to glide, moving 5 feet laterally for every 20 
  feet it falls. This racial trait replaces crafty.
  Jester: Some kobolds swallow their pride and survive by 
  groveling, placating, and amusing the powerful. Kobolds 
  with this racial trait gain a +2 racial bonus on Diplomacy 
  and Perform checks. Diplomacy and Perform are always 
  class skills for them. This racial trait replaces crafty.
  FAVORED CLASS OPTIONS
  The following options are available to all kobolds who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add +1/2 to the number of bombs per day 
  the alchemist can create. 
  Bard: Treat the bard’s level as +1/2 level higher for 
  the purpose of determining the effect of the fascinate 
  bardic performance.
  Cavalier: Add 5 feet (up to 15 feet maximum) to the 
  cavalier’s mount’s speed when it uses the charge or 
  withdraw action. 
  Cleric: Add +1 to channel energy damage dealt to 
  creatures denied their Dexterity bonus to AC (whether or 
  not the creature has a Dexterity bonus to AC).
  Druid: Add +1/2 to the druid’s wild empathy bonus.
  Fighter: Add +1/2 to damage rolls the fighter makes 
  with weapon attacks against an opponent he is flanking 
  or an opponent that is denied its Dexterity bonus to AC.
  Gunslinger: Add +1/4 to the dodge bonus to AC granted 
  by the nimble class feature (maximum +4).
  Magus: Add a +1/2 bonus on concentration checks 
  made to cast defensively.
  Monk: Add +1/3 to the monk’s AC bonus class ability.
  Oracle: Add +1/4 to the armor or natural armor bonus 
  granted by oracle spells she casts on herself.
  Ranger: Add +1/4 to the number of opponents the 
  ranger may select when using hunter’s bond to grant 
  a bonus to allies. All selected creatures must be of 
  the same type.
  Rogue: Add +1/2 to the rogue’s trap sense bonus to AC.
  Sorcerer: Choose acid, cold, electricity, or fire 
  damage. Add +1/2 point of the chosen energy damage 
  to spells that deal the chosen energy damage cast by 
  the sorcerer.
  Kobold Racial Traits
  +2 Dexterity, –4 Strength, –2 Constitution: Kobolds are fast but weak.
  Reptilian: Kobolds are humanoids with the reptilian subtype.
  Small: Kobolds are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a –1 penalty on 
  their combat maneuver checks and to Combat Maneuver 
  Defense, and a +4 size bonus on Stealth checks.
  Normal Speed: Kobolds have a base speed of 30 feet.
  Darkvision: Kobolds can see in the dark up to 
  60 feet.
  Armor: Kobolds have a +1 natural armor bonus.
  Crafty: Kobolds gain a +2 racial bonus on Craft 
  (trapmaking), Perception, and Profession 
  (miner) checks. Craft (traps) and Stealth are 
  always class skills for a kobold.
  Weakness: Light sensitivity.
  Languages: Kobolds begin play speaking only Draconic. Kobolds 
  with high Intelligence scores can choose from the following: 
  Common, Dwarven, Gnome, and Undercommon.
  133
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  Featured Races
  Featured Races 2
  
  Summoner: Add +1/4 to the summoner’s shield ally 
  bonus (maximum +2).
  Witch: Add +5 feet to the distance at which her 
  familiar grants the Alertness feat (maximum +20 feet).
  RACIAL ARCHETYPES & BLOODLINES
  The following racial archetype and racial bloodline are 
  available to kobolds. 
  Bushwhacker (Gunslinger)
  The bushwhacker specializes in the art of the ambush. For 
  her, gunplay works best when it comes from a concealed 
  position and is directed against a target that falls with 
  the very first volley and is dead before the smoke clears. A 
  bushwhacker has the following class features. 
  Trembling Grit (Ex): At 1st level, at the start of each 
  day, a bushwhacker gains grit points equal to her Wisdom 
  modifier – 1 (minimum of 1). In addition to all the ways any 
  gunslinger can regain grit, a bushwhacker who reduces 
  a helpless or unaware opponent to 0 hit points or fewer 
  also regains 1 grit point. This expands the way in which 
  the bushwhacker gains grit points, so a bushwhacker 
  who gains grit points in this way only gains 1 grit point 
  for reducing a helpless or unaware opponent, not 2 grit 
  points. This otherwise works like the gunslinger’s grit 
  ability and alters that ability.
  Craven Deeds (Ex): A bushwhacker replaces some 
  of her deeds with the following deeds. This ability 
  otherwise works like the gunslinger’s deed ability and 
  alters that ability.
  Shifty Shot (Ex): At 3rd level, a bushwhacker with at least 
  1 grit point deals 1d6 points of extra damage when using 
  her firearm to attack opponents denied their Dexterity 
  bonus to AC (whether the target actually has a Dexterity 
  bonus or not). Except for the requirement that she must 
  use a firearm and must have at least 1 grit point to use it, 
  this deed otherwise works identically to a rogue’s sneak 
  attack class feature (including the requirement that she 
  must be within 30 feet of her target to deal this extra 
  damage), and stacks with the sneak shot ability (see below) 
  and sneak attack. This deed replaces the utility shot deed.
  Long Range Shifty Shot (Ex): At 7th level, a bushwhacker 
  can double the range at which she deals extra damage 
  from a sneak attack or shifty shot (from 30 feet to 60 feet) 
  with a firearm by spending 1 grit point. When she spends 
  this grit point, she must still have at least 1 grit point left 
  to deal extra damage from shifty shot if she is using this 
  deed. This deed replaces the targeting deed.
  Sneak Shot (Ex): At 4th level and every four levels 
  thereafter, a bushwhacker deals 1d6 points of extra 
  damage when using a firearm to attack opponents who 
  are unable to properly defend themselves. Unlike with the 
  shifty shot ability, she deals this extra damage regardless 
  of whether or not she has any grit points when making 
  the attack. Except for the requirement that she makes a 
  firearm attack, this works identically to a rogue’s sneak 
  attack class feature. This extra damage stacks with sneak 
  attack and the damage from shifty shot. This ability 
  replaces the bonus feats the gunslinger gains at 4th, 8th, 
  12th, 16th, and 20th level.
  Kobold Sorcerer Bloodline
  While many kobold sorcerers tout their purely draconic 
  bloodline, over generations of eldritch training, some 
  such spellcasters have created a bloodline that, while 
  tinged with some draconic magic, is the embodiment 
  of the race’s virtue distilled into arcane form. Many 
  practitioners of this bloodline go on to lead powerful 
  kobold tribes.
  Class Skill: Disable Device.
  Bonus Spells: alarm (3rd), create pit (5th), explosive runes 
  (7th), dragon’s breath (9th), transmute rock to mud (11th), 
  guards and wards (13th), delayed blast fireball (15th), form of 
  the dragon III (17th), imprisonment (19th).
  Bonus Feats: Alertness, Combat Casting, Defensive 
  Combat Training, Dodge, Improved Initiative, Lightning 
  Reflexes, Silent Spell.
  Bloodline Arcana: Whenever you cast a spell against a 
  creature that is denied its Dexterity bonus to AC, increase 
  that spell’s DC by +2.
  Bloodline Powers: Like all kobolds, you have a natural 
  talent for ambushing, creating traps, and mining. As 
  your power increases, you discover ever more useful ways 
  to blend your magic with these instinctive talents.
  Trap Rune (Sp): At 1st level, as a standard action, you 
  can sketch a single, nearly invisible magical rune on any 
  5-foot-square solid surface. When you create a rune, pick 
  one of the following energy types: acid, cold, electricity, 
  or fire. While the rune is active, the next creature other 
  than you who steps on or touches the rune’s area causes 
  the rune to explode. The rune’s explosion deals a number 
  of points of energy damage equal to 1d8 + 1 per sorcerer 
  level you possess to anything in its square. A Reflex 
  saving throw halves the damage (DC 10 + 1/2 your sorcerer 
  level + your Charisma modifier). The rune is considered a 
  magical trap for the purpose of perceiving it or disabling 
  it. The DC for both Perception and Disable Device checks 
  is the same as the Reflex saving throw to halve the 
  damage. You can use this ability a number of times per 
  day equal to 3 + your Charisma modifier. Each rune lasts 
  for 24 hours or until discharged.
  Trap Sense (Ex): At 3rd level, you develop a sixth sense that 
  helps you avoid traps. You gain a +2 bonus on Perception 
  checks made to notice traps. You also gain a +1 bonus on 
  Reflex saves to avoid traps and a +1 dodge bonus to AC 
  against attacks made by traps. These bonuses increase 
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  134
  
  by +1 at 7th level and for every four sorcerer levels you 
  gain thereafter (to a maximum of +5 at 19th level). This 
  bonus stacks with that provided by a rogue’s trap sense 
  and similar abilities.
  Arcane Ambush (Su): At 9th level, as a swift action, you 
  can expend a spell slot in order to grant you and your 
  allies a bonus on attack and damage rolls. This bonus 
  lasts 1 round, is equal to the level of the spell expended, 
  and only applies to opponents your allies are flanking 
  or opponents denied their Dexterity bonus against your 
  allies. You grant this bonus to yourself plus up to one ally 
  for every four sorcerer levels you possess (to a maximum 
  of five allies at 20th level). The allies must be within 
  30 feet of you and you must have line of effect to each 
  affected ally.
  Earth Glide (Su): At 15th level, you gain the earth glide 
  universal monster ability (Bestiary 2 296) with a speed 
  equal to your base speed. This does not give you the 
  ability to breathe while passing through earth, so you 
  must hold your breath or use some alternate method to 
  breathe while using this ability.
  Nimble Walker (Su): At 20th level, you gain a +5 racial 
  bonus on Reflex saving throws and on Acrobatics checks 
  made to move through a creature’s threatened area or 
  through its space. You also gain the ability to breathe while 
  passing through earth using your earth glide ability.
  NEW RACIAL RULES
  The following options are available to kobolds. At the 
  GM’s discretion, other appropriate races may make use 
  of some of these new rules.
  Kobold Equipment
  Kobolds have access to the following equipment.
  Alchemical Coal: A kobold who chews and swallows this 
  alchemically treated piece of coal (a full-round action) can 
  make one breath weapon attack during the next minute. 
  If the kobold fails to make a breath attack before this 
  minute expires, it is sickened for 1 hour. Other humanoid 
  creatures that eat alchemical coal are sickened for 1 hour 
  (though certain other creatures may be able to use them, at 
  the GM’s discretion). Creatures that are immune to poison 
  are immune to the sickened effect. The type of breath 
  weapon depends on the type of alchemical coal that is 
  chewed by the kobold.
  Blinding Cinders: This jagged bit of dusty red coal allows a 
  kobold to breathe a 30-foot line of coarse cinders. The breath 
  weapon deals 1d6 points of fire damage and blinds creatures 
  in the area for 1 round. A creature that succeeds at a DC 15 
  Reflex saving throw takes half damage and is not blinded.
  Choking Smoke: This crumbling chunk of chalky white 
  coal allows a kobold to breathe a 15-foot cone of foul vapor 
  that deals 1d6 points of acid damage and sickens a creature 
  for 1d4 rounds. A creature that succeeds at a DC 15 Reflex 
  saving throw takes half damage and is not sickened. 
  Cave Whistle: Fashioned from the spongy stem of 
  a rare mushroom, this whistle produces a sound that 
  only kobolds and dragons can hear. Kobolds often create 
  complicated codes made up of notes that they use to 
  coordinate ambushes and raids. 
  Kobold Tail Attachments: A kobold with the Tail Terror 
  feat (see below) can slip this device over the tip of his 
  tail to augment his natural attack. Each tail attachment 
  provides just enough weight, balance, and striking power 
  to increase the damage of his tail slap. It takes a full-
  round action to slip on a kobold tail attachment, and the 
  kobold gains a +4 bonus against disarm attempts made to 
  remove his tail attachment. 
  While a kobold is wearing a kobold tail attachment, 
  the attack deals the tail attachment damage, and some 
  attachments gain a special feature. Tail attachments 
  are light weapons and can be improved by feats that 
  can improve weapon attacks (such as Weapon Focus and 
  Weapon Specialization). All kobold tail attachments make 
  up a kobold tail attachment weapon group that can be 
  improved by the fighter’s weapon training class ability. 
  Tail attachments can be constructed of special material 
  and made into masterwork or magic items. There are five 
  types of common tail attachments. 
  Long Lash: This slender cord has tiny bits of glass and 
  stone embedded in its length.
  Pounder: This squat ball is made from some sort of 
  dull metal. 
  Razored: This metal wedge has a prickly edge on one 
  of its sides. 
  Spiked: This narrow spike tapers to a sharp point. 
  Table 2–2: Kobold Tail Attachments
  Weapon 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Crit 
  Range 
  Weight 
  Type 
  Special
  Light Melee Weapons
  Long lash 
  15 gp 
  1d4 
  1d6 
  ×2 
  — 
  1 lb. 
  S 
  reach
  Pounder 
  1 gp 
  1d6 
  1d8 
  ×2 
  — 
  4 lbs. 
  B 
  —
  Razored 
  3 gp 
  1d6 
  1d8 
  19–20/×2 
  — 
  2 lbs. 
  S 
  —
  Spiked 
  3 gp 
  1d6 
  1d8 
  ×3 
  — 
  2 lbs. 
  P 
  —
  Sweeper 
  7 gp 
  1d4 
  1d6 
  ×2 
  — 
  3 lbs. 
  B 
  trip
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  Featured Races
  Featured Races 2
  
  Sweeper: When properly used, this sharply curved piece 
  of metal can knock opponents off their feet. Unlike most 
  trip weapons, you cannot drop it if you are tripped during 
  your own trip attempt.
  Kobold Equipment
  Item 
  Cost Weight Craft DC
  Alchemical coal (blinding cinders) 100 gp 
  — 
  25
  Alchemical coal (choking smoke) 50 gp 
  — 
  20
  Cave whistle 
  20 gp 
  — 
  —
  Kobold Feats
  Kobolds have access to the following feats.
  Draconic Aspect
  You possess some of the qualities of your dragon ancestors.
  Prerequisite: Kobold.
  Benefit: Your scales take on the color and some of the 
  resistances of one of the chromatic dragons. Choose one 
  of the following chromatic dragon types: black (acid), blue 
  (electricity), green (acid), red (fire), or white (cold). Your scales 
  take on the color of that dragon, and you gain resistance 5 to 
  the dragon color’s corresponding energy type.
  Special: If you have the dragon-scaled racial trait, your 
  scale color does not change and you gain a +1 natural 
  armor bonus instead.
  Draconic Breath
  You possess draconic defenses and a draconic breath weapon. 
  Prerequisites: Draconic Aspect, kobold.
  Benefit: You gain a +2 bonus against sleep and paralysis 
  effects. You gain a breath weapon that is determined by 
  your scale coloration by either the Draconic Aspect feat 
  or the dragon-scaled racial trait. Using a breath weapon 
  is a standard action that does not provoke attacks of 
  opportunity. You can use your breath weapon once per 
  day. Creatures within the area of your breath weapon who 
  succeed at a Reflex saving throw (DC 10 + your character 
  level + your Constitution modifier) take only half damage. 
  Black (Su): You breathe a 30-foot line of acid that deals 
  2d6 points of acid damage.
  Blue (Su): You breathe a 30-foot line of electricity that 
  deals 2d6 points of electricity damage. 
  Green (Su): You breathe a 15-foot cone of acid that deals 
  2d6 points of acid damage. 
  Red (Su): You breathe a 15-foot cone of fire that deals 2d6 
  points of fire damage. 
  White (Su): You breathe a 15-foot cone of cold that deals 
  2d6 points of cold damage.
  Special: Kobold sorcerers with either the Draconic 
  or Kobold bloodline can use their Charisma 
  modifier instead of their Constitution to 
  determine the number of times per day they 
  can use this breath weapon and the DC of this 
  breath weapon.
  Draconic Glide
  You possess draconic defenses and wings that allow 
  you to glide. 
  Prerequisites: Draconic Aspect, kobold.
  Benefit: You gain a +2 bonus against sleep and 
  paralysis effects. You grow a pair of wings that you can 
  use to fall and glide at a safe pace. You can make 
  a DC 15 Fly check to fall safely from any 
  height without taking falling damage, as 
  if using feather fall. When falling safely, 
  you may make an additional DC 15 Fly check 
  to glide, moving 5 feet laterally for every 20 
  feet you fall.
  Special: If you have the gliding wings 
  racial trait, instead of the above abilities, 
  your base speed increases to 30 feet.
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  136
  
  Draconic Paragon
  You can shrug off sleep and paralysis effects as well as any 
  dragon, and your draconic aspects improve. 
  Prerequisites: Draconic Aspect, either Draconic Breath 
  or Draconic Glide, character level 10th, kobold.
  Benefit: You gain an additional +2 bonus against sleep 
  and paralysis effects. You can use your breath weapon twice 
  per day and your breath weapon damage increases to 4d6 
  points of energy damage. Your wings from the Draconic 
  Glide feat grow stronger, granting you a fly speed of 20 feet 
  (average maneuverability).
  Kobold Ambusher (Combat)
  You are adept at moving fast and staying hidden. 
  Prerequisites: Stealth 4 ranks, kobold. 
  Benefit: You take no penalty on Stealth checks when you 
  move up to your full speed. You can use the run or charge 
  action and remain hidden, taking a –10 penalty on the 
  check to do so.
  Normal: When moving greater than half speed up to 
  your full speed, you take a –5 penalty on Stealth checks. 
  When you are able to run or charge while using Stealth, 
  you take a –20 penalty on the Stealth check.
  Kobold Sniper (Combat)
  You snipe quickly, making it harder for others to find the 
  location of your attack. 
  Prerequisites: Stealth 1 rank, kobold. 
  Benefit: When you are sniping, you only take a –10 
  penalty on your Stealth checks to stay hidden. 
  Normal: You take a –20 penalty on your Stealth check to 
  maintain your obscured location while sniping.
  Tail Terror (Combat)
  You have strengthened your tail enough to make slap 
  attacks with it. 
  Prerequisites: Base attack bonus +1, kobold. 
  Benefit: You can make a tail slap attack with your tail. 
  This is a secondary natural attack that deals 1d4 points 
  of bludgeoning damage. Furthermore, you can augment 
  your tail slap attack with a kobold tail attachment. For the 
  purpose of weapon feats, you are considered proficient with 
  all kobold tail attachments.
  Kobold Magic Items
  Kobolds have access to the following magic items.
  RUBBLE GLOVES
  Aura faint transmutation; CL 5th
  Slot hands; Price 8,000 gp; Weight 1 lb.
  DESCRIPTION
  These gloves are made of a fine metal mesh. If a creature 
  wearing rubble gloves touches a 5-foot square of stone or 
  earth floor, rubble roils to the surface, making the square 
  difficult terrain. Using the gloves is a standard action that does 
  not provoke attacks of opportunity. The wearer can use the 
  gloves to create up to 20 squares of difficult terrain per day. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, expeditious excavation; 
  Cost 4,000 gp
  TRAPMAKER’S SACK
  Aura moderate transmutation; CL 9th
  Slot none; Price 20,000 gp; Weight 2 lbs.
  DESCRIPTION
  This heavy leather bag bulges only slightly but upon closer 
  inspection appears to be chocked full of knives, gears, picks, 
  shovels, and arrows. Once per day as a full-round action, the 
  bearer can command the sack to create any mechanical trap 
  of CR 4 or less (Core Rulebook 420–422), which appears at a 
  designated spot within 50 feet. The bearer must make a Craft 
  (traps) check with a DC equal to the normal DC for creating the 
  trap (Core Rulebook 424). If successful, the trap instantly merges 
  with the chosen area, exactly as if someone had actually built the 
  trap in that spot. If the check fails, no trap appears. The sack can 
  alter earth, stone, and wood to accommodate the trap without 
  altering nearby terrain (including doors, pits, and so on).
  CONSTRUCTION
  Requirements Craft Wondrous Item, fabricate, creator must 
  have 5 ranks in Craft (traps); Cost 10,000 gp
  Kobold Spells
  Kobolds have access to the following spell. 
  IMPROVE TRAP
  School transmutation; Level antipaladin 2, druid 3, inquisitor 3, 
  ranger 2, sorcerer/wizard 3, witch 3
  Casting Time 1 minute
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one trap
  Duration instantaneous
  Saving Throw Will negates (object); Spell Resistance yes  (object)
  When this spell is cast upon a trap, it improves one specific 
  element of the trap chosen at the time of casting. The caster 
  can improve the trap in any of the following ways (each one 
  raises the trap’s CR by +1). 
  •	 Increase	DC	of	the	Perception	check	required	to	locate	the	trap	
  by +5.
  •	 Increase	DC	of	the	Disable	Device	check	required	to	disarm	
  trap by +5.
  •	 Increase	the	trap’s	attack	bonus	or	saving	throw	by	+2.
  To cast this on a trap, you must know that the trap exists and 
  its precise location. A trap can only have one improvement from 
  this spell at a time. A second casting changes the improvement 
  on the trap, but does not add another improvement.
  137
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  Featured Races
  Featured Races 2
  
  Orcs
  Orcs are aggressive, callous, and domineering. Bullies by 
  nature, they respect strength and power as the highest 
  virtues. On an almost instinctive level, orcs believe 
  they are entitled to anything they want unless someone 
  stronger can stop them from seizing it. They rarely 
  exert themselves off the battlefield except when forced 
  to do so; this attitude stems not just from laziness but 
  also from an ingrained belief that work should trickle 
  down through the pecking order until it falls upon the 
  shoulders of the weak. They take slaves from other races, 
  orc men brutalize orc women, and both abuse children 
  and elders, on the grounds that anyone too feeble to 
  fight back deserves little more than a life of suffering. 
  Surrounded at all times by bitter enemies, orcs cultivate 
  an attitude of indifference to pain, vicious tempers, 
  and a fierce willingness to commit unspeakable acts of 
  vengeance against anyone who dares to defy them.
  Physical Description: Powerfully built, orcs typically 
  stand just a few inches taller than most humans but have 
  much greater muscle mass, their broad shoulders and 
  thick, brawny hips often giving them a slightly lurching 
  gait. They typically have dull green skin, coarse dark 
  hair, beady red eyes, and protruding, tusklike teeth. Orcs 
  consider scars a mark of distinction and frequently use 
  them as a form of body art.
  Society: Orcs usually live amid squalor and constant 
  mayhem, and intimidation and brutal violence are the 
  glue that holds orc culture together. They settle disputes 
  by making increasingly grisly threats until, when a rival 
  fails to back down, the conflict escalates into actual 
  bloodshed. Orcs who win these ferocious brawls not 
  only feel free to take whatever they want from the loser, 
  but also frequently indulge in humiliating physical 
  violation, casual mutilation, and even outright murder. 
  Orcs rarely spend much time improving their homes or 
  belongings since doing so merely encourages a stronger 
  orc to seize them. In fact, whenever possible, they prefer 
  to occupy buildings and communities originally built by 
  other races.
  Relations: Orcs admire strength above all things. Even 
  members of enemy races can sometimes win an orc’s 
  grudging respect, or at least tolerance, if they break his 
  nose enough times.
  Orcs regard dwarves and elves with an odd mix of 
  fierce hatred, sullen resentment, and a trace of wariness. 
  They respect power, and, on some level, understand 
  that these two races have kept them at bay for countless 
  ages. Though they never miss a chance to torment a 
  dwarf or elf who falls into their clutches, they tend to 
  proceed cautiously unless certain of victory. Orcs dismiss 
  halflings and gnomes as weaklings barely worth the 
  trouble of enslaving. They often regard half-elves, who 
  appear less threatening than full-blooded elves but have 
  many elven features, as particularly appealing targets. 
  Orcs view humans as race of sheep with a few wolves 
  living in their midst. They freely kill or oppress humans 
  too weak to fend them off but always keep one eye on the 
  nearest exit in case they run into a formidable human.
  Orcs look upon half-orcs with a strange mixture of 
  contempt, envy, and pride. Though weaker than typical 
  orcs, these half-breeds are also usually smarter, more 
  cunning, and better leaders. Tribes led, or at least 
  advised, by half-orcs are often more successful than those 
  led by pure-blooded orcs. On a more fundamental level, 
  orcs believe each half-orc also represents an orc exerting 
  dominance over a weaker race.
  Alignment and Religion: Orcs have few redeeming 
  qualities. Most are violent, cruel, and selfish. Concepts 
  such as honor or loyalty usually strike them as odd 
  character flaws that tend to afflict members of the weaker 
  races. Orcs are typically not just evil, but chaotic to boot, 
  though those with greater self-control may gravitate 
  toward lawful evil. Orcs pray to gods of fire, war, and 
  blood, often creating tribal “pantheons” by combining 
  these aspects into uniquely orc concepts.
  Adventurers: Orcs usually leave their tribes only after 
  losing out in a power struggle. Facing humiliation, 
  slavery, or even death at the hands of their own kind, they 
  opt instead to live and work with members of other races. 
  Orcs who fail to rein in their tempers and the instinctive 
  drive to dominate rarely last long once they strike out on 
  their own. Though orcs who do manage to get by in other 
  societies often enjoy the luxuries and comforts these 
  societies can deliver, they still tend to dream of returning 
  home, seizing power, and taking revenge.
  Male Names: Arkus, Carrug, Felzak, Murdut, Prabur.
  Female Names: Durra, Grillgiss, Ilyat, Krugga, Leffit, 
  Olbin, Trisgrak.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead 
  of existing orc racial traits. Consult your GM before 
  selecting any of these new options.
  Dayrunner: Orcs refuse to yield to any foe, including 
  the sun. Some spend hour upon hour glaring at the sun 
  until their ruined eyes acclimatize to bright light. Orcs 
  with this racial trait take a –2 penalty on all ranged attack 
  rolls. This racial trait replaces light sensitivity.
  Feral: Orcs have the ability to fend for themselves long 
  before they master the rudiments of their language and 
  culture. Having needed to hunt bugs and tiny animals 
  for food to survive while still infants, feral orcs fight 
  all the harder to survive when at the brink of death. 
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  Orcs with this racial trait gain Survival as a class skill 
  and gain a +1 racial bonus on melee weapon attack and 
  damage rolls when at negative hit points. This racial 
  trait replaces the orc’s weapon familiarity and automatic 
  languages. Feral orcs without additional languages due 
  to high Intelligence scores or ranks in Linguistics can 
  only communicate with grunts and gestures.
  Smeller: Orcs with this racial trait gain a limited scent 
  ability with half the normal range (Bestiary 304). This 
  racial trait replaces ferocity and weapon familiarity.
  Squalid: Some orcs exist in surroundings so filthy and 
  pestilent that even other orcs would have difficulty living 
  in them. Orcs with this racial trait gain a +2 racial bonus 
  on saving throws made to resist nausea, the sickened 
  condition, and disease. This racial trait replaces ferocity.
  FAVORED CLASS 
  OPTIONS
  The 
  following 
  options 
  are 
  available to all orcs who have 
  the listed favored class, and unless 
  otherwise stated, the bonus applies each 
  time you select the favored class reward.
  Alchemist: Add +10 minutes to the duration of 
  the alchemist’s mutagens.
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Cavalier: Add +1 to the cavalier’s CMB when making 
  bull rush or overrun combat maneuvers against a 
  challenged target. 
  Druid: Add +1/2 to the damage dealt by the druid’s 
  animal companion’s natural attacks.
  Fighter: Add +2 to the fighter’s Constitution score for 
  the purpose of determining when he dies from negative 
  hit points.
  Ranger: Add +1 hit point to the ranger’s animal 
  companion. If the ranger ever replaces his animal 
  companion, the new animal companion gains these 
  bonus hit points.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  Orc Racial Traits
  +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma: Orcs are 
  brutal and savage.
  Orc: Orcs are humanoids with the orc subtype.
  Medium: Orcs are Medium creatures and have no 
  bonuses or penalties due to their size.
  Normal Speed: Orcs have a base speed 
  of 30 feet.
  Darkvision: Orcs can see in the dark 
  up to 60 feet.
  Light Sensitivity: Orcs are dazzled in 
  areas of bright sunlight or within the 
  radius of a daylight spell.
  Ferocity: Orcs can remain conscious and continue fighting even 
  if their hit point totals fall below 0. Orcs are still staggered at 0 
  hit points or lower and lose 1 hit point each round as normal.
  Weapon Familiarity: Orcs are always proficient with greataxes 
  and falchions, and treat any weapon with the word “orc” in 
  its name as a martial weapon.
  Languages: Orcs begin play speaking Common and Orc. 
  Orcs with high Intelligence scores can chose from 
  the following: Dwarven, Giant, Gnoll, Goblin, 
  Undercommon.
  139
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  Featured Races
  Featured Races 2
  
  RACIAL ARCHETYPES
  The following racial archetypes are available to orcs.
  Dirty Fighter (Fighter)
  The dirty fighter laughs at concepts like honor and 
  fair play. He cares only for victory, no matter how he 
  achieves it, and spends as much time mastering sneaky 
  combat maneuvers as he does drilling with weapons 
  or learning how to wear armor. A dirty fighter has the 
  following class features.
  Sidestep (Ex): At 2nd level, a dirty fighter learns how 
  to evade his enemies when they react to his combat 
  maneuvers. He gains a +1 dodge bonus to his AC 
  against attacks of opportunity provoked by him while 
  attempting a combat maneuver. This bonus increases by 
  +1 for every four levels beyond 2nd level. This ability 
  replaces bravery.
  Maneuver Training (Ex): At 5th level, a dirty 
  fighter becomes a master of dirty tricks. 
  He gains a +2 bonus on dirty trick combat 
  maneuver checks (Advanced Player’s Guide 320) 
  and +2 to his CMD when he is the target of 
  a dirty trick combat maneuver. This 
  ability replaces weapon training 1.
  Speedy Tricks (Ex): At 9th level, 
  a dirty fighter has perfected how to 
  quickly perform dirty tricks. He can 
  make a dirty trick combat maneuver 
  as an attack instead of a standard 
  action. This ability replaces weapon 
  training 2.
  Double Tricks (Ex): At 13th level, 
  when a dirty fighter performs a 
  combat maneuver, he may apply 
  two different conditions to his 
  target instead of one. Each penalty 
  condition requires a separate 
  action to remove. At 17th level, 
  he may apply three different 
  conditions. This ability replaces 
  weapon training 3 and 4.
  Scarred Witch Doctor 
  (Witch)
  The scarred witch doctor 
  draws power from her 
  ability to endure pain and 
  suffering. She mutilates 
  her own flesh, inflicting 
  horrific scars, in order to 
  attract the attention of her 
  patron. Rather than call 
  forth a familiar, she 
  creates a repulsive fetish mask that she uses as a repository 
  for her power. A scarred witch doctor has the following 
  class features.
  Constitution Dependent: A scarred witch doctor uses 
  Constitution instead of Intelligence when determining 
  the highest level of spells she can cast, her spell save DCs, 
  number of spells known at 1st level, and any effects of her 
  hexes normally determined by her Intelligence.
  Hex Scar: Whenever a scarred witch doctor learns 
  a hex, she must carve or brand a symbol in her flesh 
  to represent this hex. She can disguise these scars 
  with mundane or magical means, but they cannot be 
  permanently removed.
  Fetish Mask (Su): At 1st level, a scarred witch doctor 
  forms a bond with a wooden mask. As she gains power, 
  her connection to this mask causes it to grow ever 
  more hideous and grotesque as it absorbs the 
  weight of the self-induced pain that underlies 
  her magic. Her spells derive from the insights 
  her patron grants her while she’s enduring the 
  cuts, burns, and other sorts of mutilations she 
  inf licts upon herself. Her fetish mask acts in all 
  ways like a witch’s familiar for the purpose of 
  preparing and gaining spells. Rather than 
  communing with a familiar to prepare 
  spells each day, a scarred witch doctor 
  hangs her mask on a wall, tree branch, or 
  something similar and contemplates the 
  agony it represents.
  When wearing her fetish 
  mask, a scarred witch doctor 
  gains a +2 circumstance 
  bonus 
  on 
  Heal 
  and 
  Intimidate checks 
  and gains a +2 bonus 
  on 
  saving 
  throws 
  against 
  effects 
  that 
  specifically cause pain 
  or 
  have 
  the 
  pain 
  descriptor. 
  If 
  the 
  mask is destroyed, the 
  witch doctor can create 
  another fetish mask (which 
  almost immediately adopts 
  the shocking appearance of the original) 
  for the same price and time it takes a 
  witch to replace a dead familiar.
  At 5th level, the scarred witch doctor 
  gains the ability to add magical abilities 
  to her mask as if she had the Craft 
  Wondrous Item feat.
  This ability otherwise functions like 
  and replaces the standard witch familiar.
  140
  140
  
  Scarshield (Su): At 1st level, a scarred witch doctor 
  learns how to harden her mutilated skin, gaining an 
  enhancement bonus to her natural armor bonus equal to 
  1/2 her class level (minimum +1). She can use this ability 
  for a number of minutes per day equal to her class level. 
  These minutes do not need to be consecutive but she 
  must spend them in 1-minute increments. This ability 
  replaces the witch’s 1st-level hex.
  Hexes: The following hexes complement the scarred 
  witch doctor archetype: evil eye, misfortune (Advanced 
  Player’s Guide); scar, unnerve beasts (Ultimate Magic).
  Major Hexes: The following major hexes complement 
  the scarred witch doctor archetype: agony, nightmare 
  (Advanced Player’s Guide); cook people, infected wounds 
  (Ultimate Magic).
  Grand Hexes: The following grand hexes complement 
  the scarred witch doctor archetype: death curse, 
  natural disaster (Advanced Player’s Guide); dire prophecy 
  (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to orcs. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Orc Equipment
  Orcs have access to the following equipment.
  Battle Mask: Made from wood, bone, or similar 
  materials, this mask covers its wearer’s actual appearance 
  and identity by depicting a hateful, leering face instead. 
  Because of a battle mask’s excellent craftsmanship 
  and exquisite details, the wearer gains a +1 bonus on 
  Intimidate checks made to demoralize an opponent.
  Tribal Standard: Mounted on a sturdy 15-foot pole, this 
  flag inspires all orcs belonging to the tribe it represents. 
  As long as they are within 60 feet and can see the standard, 
  they gain a +1 morale bonus on saving throws against 
  fear effects. The standard must be carried in one hand 
  by a member of the tribe to have any effect (it provides 
  no bonus if hung on a wall, draped over a throne, and so 
  on). If the standard is brought low (such as by its bearer 
  dropping it in the mud), defiled, destroyed, or captured, 
  the tribe’s members take a –1 penalty on attack rolls and 
  saving throws versus fear effects for the next hour. If the 
  orcs reclaim a captured standard, the penalties end and 
  the bonus is restored.
  War Spirit Pouch: This tiny bundle of sacred herbs and 
  bones supposedly attracts the attention of helpful battle-
  spirits. By crushing the pouch as a standard action, an orc 
  (or a creature from a suitably warlike culture) gains 1d4+1 
  temporary hit points. These temporary hit points go away 
  after 10 minutes. A creature can only benefit from 1 spirit 
  pouch at a time. Once used, the spirit pouch is destroyed.
  Orc Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Battle mask 
  50 gp 
  2 lbs. 
  —
  Tribal standard 
  50 gp 
  20 lbs. 
  —
  War spirit pouch 
  50 gp 
  — 
  20
  Orc Feats
  Orcs have access to the following feats.
  Born Alone 
  You are so tough and vicious that you killed and ate the 
  rest of your litter while still in the womb. 
  Prerequisite: Orc.
  Benefit: Whenever you kill or knock unconscious an 
  opponent with a melee attack, you gain temporary hit 
  points equal to your Constitution bonus (minimum 1) until 
  your next turn. These temporary hit points do not stack. 
  You do not gain this bonus if the opponent is helpless or 
  has less than half your Hit Dice.
  Bullying Blow (Combat)
  With a simple hit, you more easily intimidate an opponent.
  Prerequisites: Intimidate 1 rank, orc.
  Benefit: As a standard action, you may make a melee 
  attack with a –2 penalty on the attack roll. If the attack 
  damages your opponent, you may make an Intimidate 
  check to demoralize that opponent as a free action.
  Normal: Intimidating an opponent is a standard action.
  Ferocious Action
  You ferocity is quick but shorter lived.
  Prerequisites: Ferocity racial trait, orc.
  Benefit: When you fall to 0 hit points or fewer, you 
  lose 2 hit points each round, but you are not staggered. 
  If you are in a rage (such as that caused by the barbarian 
  rage class feature), you instead only lose 1 hit point  
  per round.
  Foment the Blood
  You can unleash a wave of energy that drives orcs into 
  a frenzy.
  Prerequisites: Channel energy class feature, orc.
  Benefit: When you channel energy, instead of creating 
  its normal effect, you can give orcs a bonus on weapon 
  damage and critical hit confirmation rolls until your 
  next turn. This bonus is equal to the number of dice 
  your channeled energy normally heals or harms. Your 
  channel has its normal effect on other creatures in  
  the area.
  Grudge Fighter (Combat)
  You feel great anger at anyone who dares to attack you, 
  and this fury makes your own attacks that much stronger.
  141141
  Featured Races
  Featured Races 2
  
  Prerequisite: Orc.
  Benefit: You gain a +1 morale bonus on attack and 
  damage rolls made against any creature that attacked you 
  in the current combat.
  Orc Weapon Expertise (Combat) 
  You can do more with the weapons orcs favor the most. 
  Prerequisites: Base attack bonus +1, orc. 
  Benefit: When you take this feat, choose one of the 
  benefits below. Whenever you wield a weapon that has 
  “orc” in its name, you gain the benefit you chose so long 
  as you are actually proficient with that weapon. 
  Bully: Gain a +1 bonus on damage rolls against creatures 
  at least one size smaller than you.
  Defender: Gain a +1 shield bonus to your AC (or +2 if 
  wielding a two-handed weapon).
  Disrupter: Add +3 to opponents’ concentration checks to 
  cast a spell within your threatened area. This only applies 
  if you are aware of the enemy’s location and are capable of 
  taking an attack of opportunity. If you have already used 
  all of your available attacks of opportunity for the round, 
  this increase does not apply.
  Killer: Gain a +2 competence bonus on attack rolls 
  made to confirm critical hits.
  Thug: Deal +1 point of nonlethal damage with the 
  weapon.
  Trickster: Gain a +2 bonus on a single type of combat 
  maneuver check that you can perform with that weapon.
  This feat has no effect if you are not proficient with the 
  weapon you’re using.
  Special: You can gain this feat multiple times. Each 
  time you take this feat, you must choose a different 
  benefit. You may only apply one of these benefits per 
  round (chosen as a free action at the start of your turn).
  Resolute Rager
  Fear passes quickly while you are raging.
  Prerequisites: Orc, rage class feature.
  Benefit: While raging, when under the effect of a fear 
  effect that allows a saving throw, you can make a new 
  saving throw against that fear effect at the start of each 
  of your turns before acting. If you make the new save, the 
  fear effect ends. 
  Reverse-Feint (Combat)
  You can goad an opponent into attacking you in order to 
  make your counter attack all the more powerful.
  Prerequisites: Toughness, base attack bonus +1, orc.
  Benefit: As a move action, you can leave a gap in 
  your defenses for one adjacent opponent to use. If the 
  opponent attacks you on its next turn, it gains a +4 
  bonus on its attack roll. Whether or not the opponent 
  successfully hits, you may attack it as an immediate 
  action with a single melee attack, gaining a +2 bonus on 
  your attack roll.
  Trap Wrecker
  You can smash traps instead of disarming them.
  Prerequisites: Power Attack, Disable Device 1 rank, orc.
  Benefit: You can attempt to disarm a trap by striking 
  it with a melee weapon instead of making a Disable 
  Device check. As a full-round action, make a melee attack 
  against an Armor Class equal to the trap’s Disable Device 
  DC. If you miss, the trap activates. If you hit, roll damage. 
  If this damage is at least half the trap’s Disable Device 
  DC, you disable the trap. If this damage is less than half 
  the trap’s Disable Device DC, the trap activates. You can 
  only attempt this on nonmagical traps. You must be able 
  to reach some part of the trap with your attack in order to 
  use this feat. At the GM’s discretion, some traps may not 
  be susceptible to this feat.
  Orc Magic Items
  Orcs have access to the following weapon special ability 
  and magic item.
  Fury-Born (weapon special ability): A fury-born weapon 
  draws power from the anger and frustration the wielder 
  feels when battling foes that refuse to die. Each time 
  the wielder damages an opponent with the weapon, its 
  enhancement bonus increases by +1 when making attacks 
  against that opponent (maximum total enhancement 
  bonus of +5). This extra enhancement bonus goes away if 
  the opponent dies, the wielder uses the weapon to attack a 
  different creature, or 1 hour passes. Only melee weapons 
  can have the fury-born ability.
  Faint enchantment; CL 7th; Craft Magic Arms and 
  Armor, rage; Price +2 bonus.
  BONEBREAKER GAUNTLETS
  Aura faint necromancy; CL 5th
  Slot hands; Price 6,000 gp; Weight 2 lbs.
  DESCRIPTION
  These thick brass and leather gauntlets allow the wearer to 
  tear through bone and muscle like paper. Once per day, as 
  part of a melee attack, the wearer can activate the gauntlets 
  to inflict a horrific injury on an opponent. If the attack hits, 
  the target must make a DC 14 Will save. If the save fails, 
  the gauntlets reduce the target’s Strength, Dexterity, or 
  Constitution (wearer’s choice) by –6. This penalty cannot 
  reduce the target’s ability score below 1. The injury heals over 
  time, reducing the penalty by 1 for each day that passes since 
  the time of the injury, and is immediately removed by heal, 
  regenerate, restoration, or any magic that can break a curse.
  CONSTRUCTION
  Requirements Craft Wondrous Item, bestow curse; Cost 
  3,000 gp
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  Orc Spells
  Orcs have access to the following spells.
  BLOOD BLAZE
  School transmutation [fire]; Level alchemist 2, antipaladin 1, 
  cleric 2, magus 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target gains a 5-foot-radius aura that causes the blood 
  of creatures in that area to ignite upon contact with air. Any 
  creature (including the spell’s target) within the aura that takes 
  at least 5 points of piercing, slashing, or bleed damage from a 
  single attack automatically creates a spray of burning blood. 
  The spray strikes a creature in a randomly determined square 
  adjacent to the injured creature. The spray deals 1d6 points 
  of fire damage to any creature in that square, and 1 point of 
  splash damage to all creatures within 5 feet of the spray’s 
  target, including the target of this spell. A creature can only 
  create one spray of burning blood per round. Creatures that 
  do not have blood (including oozes and most constructs and 
  undead) do not create blood sprays when attacked.
  BLOOD SCENT
  School transmutation; Level alchemist 3, antipaladin 2, cleric 3, 
  druid 3, inquisitor 3, ranger 2, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Targets one creature/2 levels, no two of which can be more 
  than 30 ft. apart
  Duration 1 minute/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You greatly magnify the target’s ability to smell the presence 
  of blood. The target is considered to have the scent universal 
  monster ability, but only for purposes of detecting and 
  pinpointing injured creatures (below full hit points). Creatures 
  below half their full hit points or suffering bleed damage are 
  considered strong scents for this ability.
  Orcs and any creature under the effects of rage gain a +2 
  morale bonus on attack and damage rolls against creatures 
  they can smell with this spell, or a +4 morale bonus if the 
  target’s blood counts as a strong scent.
  ENEMY’S HEART
  School necromancy [death, evil]; Level adept 2, antipaladin 2, 
  cleric 2, witch 2
  Casting Time 1 full-round action, special see below
  Components V, S, M (target creature’s heart)
  Range touch
  Target living creature touched
  Duration concentration/1 minute per HD of the subject; see text
  Saving Throw none; Spell Resistance yes
  You cut out an enemy’s heart and consume it, absorbing that 
  enemy’s power as your own. As part of casting this spell, you 
  perform a coup de grace with a slashing weapon on a helpless, 
  living adjacent target. If the target dies, you eat its heart to 
  gain the spell’s benefits. If the target survives, the spell is 
  not wasted and you can try again as long as you continue 
  concentrating on the spell. When you consume the heart, 
  you gain the benefits of a death knell spell, except you gain 
  1d8 temporary hit points +1 per Hit Die of the target, and the 
  bonus to Strength is a profane bonus.
  SENTRY SKULL
  School necromancy [evil]; Level antipaladin 1, cleric 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 hour
  Components V, S, M (an onyx gem worth at least 10 gp)
  Range touch
  Target severed head touched 
  Duration permanent (D); see text
  Saving Throw none; Spell Resistance no
  You restore the senses to the severed head of a humanoid 
  or monstrous humanoid killed within the past 24 hours, 
  creating a grisly sentinel. The head must be affixed to a pole, 
  spear, tree branch, or other stable object, and the spell ends 
  if the head or its object is moved. The head has darkvision 
  60 feet and low-light vision, can swivel in place to look in any 
  direction, and has a +5 bonus on Perception checks.
  If you are within 30 feet of the head, as a standard action 
  you can shift your senses to it, seeing and hearing from its 
  location and gaining the benefit of its darkvision and low-light 
  vision, and you may use its Perception skill instead of your 
  own. While your senses are in the severed head, your body 
  is blind and deaf until you spend a free action to shift your 
  senses back to your own body.
  When you create the head, you can imprint it with a single 
  triggering condition, similar to magic mouth. Once this 
  triggering condition is set, it can never be changed. If you 
  are within 30 feet of the head, you immediately know if it is 
  triggered (if you have multiple active sentry skulls, you also 
  know which one was triggered). This wakens you from normal 
  sleep but does not otherwise disturb your concentration. 
  For example, you could have a sentry skull alert you if any 
  humanoid comes into view, if a particular rival approaches, 
  if your guard animal is killed, and so on, as long as it occurs 
  where the severed head can see it.
  This spell does not give the head any ability to speak, think, 
  or take any kind of action other than to turn itself, though it is 
  a suitable target for other spells such as magic mouth.
  143
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  Featured Races
  Featured Races 2
  
  Oreads
  Oreads are humans whose ancestry includes the touch of 
  an elemental being of earth somewhere along the line, 
  often that of a shaitan genie. Stoic and contemplative, 
  oreads are a race not easily moved, yet almost unstoppable 
  when spurred to action. They remain a mystery to most 
  of the world thanks to their reclusive nature, but those 
  who seek them out in their secluded mountain hideaways 
  find oreads to be quiet, dependable, and protective of 
  their friends. 
  Physical Description: Oreads are strong and solidly 
  built, with skin and hair colored stony shades of black, 
  brown, gray, or white. While all oreads appear vaguely 
  earthy, a few bear more pronounced signs of their 
  elemental heritage—skin that shines like polished onyx, 
  rocky outcroppings protruding from their flesh, glowing 
  gemstones for eyes, or hair like crystalline spikes. They 
  often dress in earthy tones, wearing practical clothing 
  well suited to vigorous physical activity and preferring 
  fresh flowers, simple gemstones, and other natural 
  accents to complex manufactured jewelry.
  Society: As a minor offshoot of the human race, 
  oreads have no real established society of their own. 
  Instead, most oreads grow up in human communities 
  learning the customs of their parents. Adult oreads 
  have a well-deserved reputation among other races for 
  being hermits and loners. Few take well to the bustle 
  of city life, preferring instead to spend their days in 
  quiet contemplation atop some remote mountain peak 
  or deep below the earth in a secluded cavern. Oreads 
  with a greater tolerance for life among humans often 
  join the city watch, or find some other way to serve their 
  community in a position of responsibility. 
  Relations: Oreads feel comfortable in the company of 
  dwarves, with whom they have much in common. They 
  find gnomes too strange and many halflings far too brash, 
  and so avoid these races in general. Oreads gladly associate 
  with half-orcs and half-elves, feeling a sense of kinship 
  with the other part-human races despite inevitable 
  personality conflicts. Among the elemental-touched races, 
  oreads have few friends but no true enemies.
  Alignment and Religion: Oreads are, perhaps above 
  all else, set in their ways, and any disruption of their 
  routine is met with quiet disapproval. Oreads are fiercely 
  protective of their friends, but don’t seem particularly 
  concerned with the well-being of those outside their 
  small circle of acquaintances. As such, most oreads are 
  lawful neutral. Religious life comes easily to the earth-
  touched. They appreciate the quiet, contemplative life of 
  the monastic order, and most dedicate themselves to the 
  worship of earth- or nature-related deities.
  Adventurers: Oreads are initially hesitant adventurers. 
  They dislike leaving their homes and don’t handle 
  the shock of new experiences well. Usually it takes 
  some outside force to rouse oreads into action, often 
  by threatening their homes, lives, or friends. Once the 
  initial threat is dealt with, however, oreads often find 
  they’ve grown accustomed to the adventuring life, and 
  continue to pursue it through the rest of their days. 
  Oreads make good monks and fighters thanks to their 
  prodigious strength and self-discipline.
  Male Names: Andanan, Jeydavu, Mentys, Oret, 
  Sithundan, Urtar.
  Female Names: Besthana, Echane, Ghatiyara, Irice, 
  Nysene, Pashe.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing oread racial traits. Consult your GM before 
  selecting any of these new options.
  Crystalline Form: Oreads with this trait gain a +2 
  racial bonus to AC against rays thanks to their reflective 
  crystalline skin. In addition, once per day, they can 
  deflect a single ray attack targeted at them as if they were 
  using the Deflect Arrows feat. This racial trait replaces 
  earth affinity.
  Earth Insight: Oread spellcasters sometimes find 
  that their elemental heritage makes creatures of earth 
  more willing to serve them. Summon monster and 
  summon nature’s ally spells that such oreads cast last 
  2 rounds longer than normal when used to summon 
  creatures with the earth subtype. This racial trait 
  replaces earth affinity.
  Ferrous Growth: Oreads with this racial trait learn 
  how to mimic the magic of their shaitan ancestors. 
  Once per day, such an oread can cause a touched piece of 
  nonmagical iron or steel to grow into an object up to 10 
  pounds in weight, such as a sword, crowbar, or light steel 
  shield. This object remains in this form for 10 minutes or 
  until broken or destroyed, at which point it shrinks back 
  to its original size and shape. This racial trait replaces 
  the spell-like ability racial trait.
  Fertile Soil: Oread sorcerers with the verdant bloodline 
  treat their Charisma score as 2 points higher for all 
  sorcerer spells and class abilities. Oread clerics with the 
  Plant domain use their domain powers and spells at +1 
  caster level. This racial trait replaces earth affinity.
  Granite Skin: Rocky growths cover the skin of oreads 
  with this racial trait. They gain a +1 racial bonus to natural 
  armor. This racial trait replaces energy resistance.  
  Mountain-Born: Oreads are drawn to mountains and 
  other high places, and after many generations they’ve 
  grown well suited to their environment. Oreads with this 
  racial trait gain a +2 racial bonus on Acrobatics checks 
  144
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  made to cross narrow ledges and on saves against altitude 
  fatigue and sickness. This racial trait replaces the spell-
  like ability racial trait.
  Stone in the Blood: Oreads with this racial trait mimic 
  the healing abilities of the mephits, gaining fast healing 
  2 for 1 round anytime they are subject to acid damage 
  (the acid damage does not need to overcome the oread’s 
  resistances or immunities to activate this ability). The 
  oread can heal up to 2 hit points per level per day with 
  this ability, after which it ceases to function. This racial 
  trait replaces earth affinity.
  Treacherous Earth: Once per day, an oread with 
  this racial trait can will the earth to rumble and shift, 
  transforming a 10-foot-radius patch of earth, unworked 
  stone, or sand into an area of difficult terrain, centered 
  on an area the oread touches. This lasts for a number of 
  minutes equal to the oread’s level, after which the ground 
  returns to normal. This racial trait replaces the spell-like 
  ability racial trait.
  FAVORED CLASS OPTIONS
  The following options are available to all oreads who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward.
  Bard: Add +5 feet to the range of one of the bard’s bardic 
  performances (max +30 feet to any one performance).
  Cleric: Add a +1/2 bonus on Knowledge (planes) checks 
  relating to the Plane of Earth and creatures with the 
  earth subtype.
  Druid: Add a +1/2 bonus on Knowledge (nature) checks 
  relating to plants and burrowing animals.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  bull rush or drag attempt.
  Monk: Add +1/3 on critical hit confirmation rolls made 
  with unarmed strikes (maximum bonus of +5). This 
  bonus does not stack with Critical Focus.
  Paladin: Add +1/4 to the bonus the paladin grants 
  her allies with her aura of courage and aura of resolve 
  special abilities.
  Ranger: Add +1/4 to the natural armor bonus of the 
  ranger’s animal companion. If the ranger ever replaces 
  his animal companion, the new animal companion gains 
  this bonus.
  Summoner: Add a +1/4 natural armor bonus to the AC 
  of the summoner’s eidolon.
  RACIAL ARCHETYPES
  The following racial archetypes are available to oreads.
  Oread Racial Traits
  +2 Strength, +2 Wisdom, –2 Charisma: Oreads are strong, 
  solid, stable, and stoic.
  Native Outsider: Oreads are outsiders with the native subtype.
  Medium: Oreads are Medium creatures and have no 
  bonuses or penalties due to their size.
  Slow Speed: Oreads have a base speed of 20 feet.
  Darkvision: Oreads can see in the dark up to 60 feet.
  Spell-Like Ability: Magic stone 1/day (caster level equals the 
  oread’s total level).
  Energy Resistance: Oreads have acid resistance 5.
  Earth Affinity: Oread sorcerers with the elemental (earth) bloodline 
  treat their Charisma score as 2 points higher for all sorcerer spells 
  and class abilities. Oread clerics with the Earth domain use their 
  domain powers and spells at +1 caster level.
  Languages: Oreads begin play speaking Common and Terran. 
  Oreads with high Intelligence scores can choose from the 
  following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, Ignan, 
  and Undercommon.
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  Featured Races
  Featured Races 2
  
  Shaitan Binder (Summoner)
  Shaitan binders call upon a reflection of their genie 
  ancestors to serve as their eidolons. A shaitan binder has 
  the following class features.
  Base Form: At 1st level, if a shaitan binder’s eidolon has 
  the biped base form, it gains a +2 bonus to one ability score. 
  The shaitan binder must make this choice at 1st level. If at 
  any time the shaitan binder’s eidolon has another base form, 
  it loses this bonus until it returns to biped form. A shaitan 
  binder’s eidolon does not gain the share spells ability.
  Shaitan Magic (Su): At 4th level, a shaitan binder’s 
  eidolon gains the basic magic evolution (Ultimate Magic) 
  as a free evolution. At 6th level, it gains the minor magic 
  evolution (Ultimate Magic).
  At 8th level, it gains the major magic evolution (Ultimate 
  Magic) as a free evolution, and adds the following to the 
  list of available spells for that evolution: glitterdust and 
  soften earth and stone.
  At 12th level, it gains the ultimate magic evolution 
  (Ultimate Magic) as a free evolution, and adds the following 
  to the list of available spells for that evolution: meld into 
  stone and stone shape.
  Although the shaitan binder gains the standard 
  versions of these evolutions for free, he must pay the 
  normal cost to upgrade them to the improved versions. 
  This ability replaces shield ally and greater shield ally. 
  Earth Glide (Su): At 10th level, if a shaitan binder’s 
  eidolon has the burrow evolution, it gains the earth glide 
  universal monster ability and can use this ability to travel 
  at its full base speed. This ability replaces aspect.
  Stone Curse (Su): At 18th level, a shaitan binder may select 
  stone curse as a 4-point evolution. This allows the eidolon 
  to trap creatures in stone like the shaitan stone curse 
  ability (Bestiary 143). The DC to resist or break free of the 
  stone curse is 10 + 1/2 the eidolon’s Hit Dice + the eidolon’s 
  Strength score. This ability replaces greater aspect.
  Noble Eidolon (Sp): At 20th level, a shaitan binder’s 
  eidolon gains the ability to grant its summoner’s wishes. 
  Once per day, the eidolon can cast limited wish as a spell-
  like ability. The eidolon’s caster level is equal to its level. 
  The wish must be spoken aloud by the shaitan binder, 
  beginning with the words “I wish,” and cannot duplicate 
  a wish the eidolon has granted within the past 24 hours. If 
  the eidolon uses this ability to duplicate a spell with a costly 
  material component, the shaitan binder must provide that 
  component. This ability replaces twin eidolon.
  Student of Stone (Monk)
  By following the path of the stone, students of stone give 
  up much of monks’ mobility in favor of sheer resilience. A 
  student of stone has the following class features.
  Hard as Stone (Ex): At 2nd level, whenever an opponent 
  rolls to confirm a critical hit against a student of stone, 
  treat the student of stone’s AC as +4 higher than normal. 
  This ability replaces evasion.
  Strength of Stone (Ex): At 3rd level, a student of stone 
  learns to draw strength from the earth. So long as both he 
  and his opponent are touching the ground, the student of 
  stone gains a +1 bonus on attack rolls, damage rolls, bull 
  rush and trip combat maneuver rolls, and to his CMD 
  when resisting a bull rush or trip attempt. This ability 
  replaces fast movement. 
  Bonus Feat: At 6th level, a student of stone adds 
  Elemental Fist (Advanced Player’s Guide) to his list of 
  available bonus feats. If the student of stone selects 
  Elemental Fist as a bonus feat, he may only deal acid 
  damage when using the feat. At 10th level, the student 
  of stone adds Shaitan Style (Ultimate Combat) to his list of 
  bonus feats, at 14th level, he adds Shaitan Skin (Ultimate 
  Combat), and at 18th level, he adds Shaitan Earthblast 
  (Ultimate Combat). This otherwise functions as and alters 
  the bonus feat ability.
  Bones of Stone (Su): At 7th level, as a swift action, a 
  student of stone can spend 1 ki point to gain DR 2/magic 
  until the beginning of his next turn. At 10th level, he can 
  spend 1 ki point to gain DR 2/chaotic until his next turn. 
  At 15th level, he can spend 1 ki point to gain DR 5/chaotic 
  until his next turn. This ability replaces high jump.
  Body of Stone (Ex): At 9th level, a student of stone gains 
  the benefits of the light fortification armor property (Core 
  Rulebook 463). This ability replaces improved evasion. 
  Soul of Stone (Su): At 12th level, as a swift action, a 
  student of stone can spend 1 ki point to gain tremorsense 
  15 feet until his next turn. At 16th level, the range of this 
  tremorsense increases to 30 feet. This ability replaces 
  abundant step.
  Stone Self: At 20th level, a student of stone becomes an 
  earth outsider. He gains the earth subtype, as well as DR 
  5/chaotic, burrow speed 20 feet, and tremorsense 20 feet.
  NEW RACIAL RULES
  The following options are available to oreads. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Oread Equipment
  Oreads have access to the following equipment.
  Camouflage Lichen: Though oreads with obviously 
  stony features are rare, almost all oreads have an 
  essentially earthen quality to their skin that makes it 
  perfect for cultivating plant life. Where other races would 
  be appalled at the thought of plants taking root in their 
  flesh, oreads see it as a natural and healthy extension of 
  their elemental nature. For this reason, oread herbalists 
  developed several strains of moss and lichen specifically 
  adapted to grow on their bodies. Camouflage lichen is 
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  the most common variety of these oread plants. It takes 1 
  minute to apply a paste of camouflage lichen spores to the 
  skin, and an additional 24 hours for the fungus to sprout. 
  After this time, the oread is covered in a thin green layer 
  of living plant matter, granting her a +4 bonus on Stealth 
  checks made in green forest and jungle environments. 
  Red-orange and white varieties exist, providing bonuses 
  in appropriately colored environments (red-orange 
  among autumn leaves or in red deserts, white in snow, 
  and so on). Camouflage lichen has a short lifespan; it 
  withers and dies 3 days after being applied, crumbling 
  away into harmless powder. This item only works on 
  oreads and other creatures with rocklike bodies.
  Fleshgem: An oread adventurer discovered these 
  small green gemstones when, after suffering a wound 
  from falling on some jagged stones while exploring 
  a cavern, she noticed pieces of beautiful green crystal 
  growing from her skin. Oread jewelers found that 
  these crystals, dubbed fleshgems, seemed to feed on 
  the elemental energy that permeates an oread’s flesh, 
  growing from tiny chips of stone into large, elaborate 
  gemstones. Essentially harmless, implanting fleshgems 
  became a unique racial method of body alteration among 
  oreads, equivalent to tattoos and piercings among other 
  humanoids. Decorative fleshgems cost 1 gp and are 
  merely ornamental. Fleshgem spikes, on the other hand, 
  grow into elaborate crystalline shards that function as 
  armor spikes, but the oread wearing them cannot wear 
  armor over the spikes and even normal clothing requires 
  special holes or seams to allow the spikes to stick out. 
  Implanting a set of fleshgem spikes takes 10 minutes, 
  and the resulting shard takes about a week to grow to full 
  size. Removing a fleshgem takes 1 minute; the person 
  removing the gem must make a successful DC 15 Heal 
  check to avoid dealing 1d4 points of damage to the oread. 
  The fleshgem spikes can be sundered or destroyed as if 
  the growths were a worn object (hardness 1, 5 hp), but 
  unless the embedded root of the fleshgem is removed, 
  the shards grow back 1 week later.
  Stonechipper Salve: This gritty, gray ointment weakens 
  rocky materials. When applied to an object made of stone, 
  it reduces the object’s hardness by 3 for 10 minutes. As a 
  standard action, a creature can apply the paste to affect 
  one 5-foot-square or a Medium or smaller creature. The 
  paste only affects hardness, not damage reduction or 
  similar defenses.
  Oread Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Camouflage lichen 
  100 gp 
  — 
  —
  Fleshgem (decorative) 
  1 gp 
  — 
  —
  Fleshgem (spikes) 
  50 gp 
  5 lbs. 
  —
  Stonechipper salve 
  150 gp 
  1 lb. 
  20
  Oread Feats
  Oreads have access to the Elemental Jaunt feat (see page 
  129) and the following feats.
  Dwarf Blooded
  You have dwarven blood coursing through your veins. 
  Prerequisite: Oread.
  Benefit: Your dwarven heritage manifests in two 
  ways. First, your speed is never modified by armor or 
  encumbrance, as the dwarf slow and steady racial trait. 
  Second, you gain the stonecunning dwarf racial trait. 
  Echoes of Stone
  Your senses are keener among the rocks and stones.
  Prerequisite: Oread.
  Benefit: You gain a +4 racial bonus on Perception 
  checks underground, and on Survival checks to avoid 
  becoming lost in caverns and rocky areas.
  Murmurs of Earth
  The earth opens up her secrets to your perceptions.
  Prerequisites: Echoes of Stone, character level 9th, oread.
  Benefit: You gain a limited form of tremorsense. As a 
  move action, you become aware of all creatures within 15 
  feet that are in contact with the ground at that moment.
  Oread Burrower
  The ground parts for you at the slightest touch, allowing 
  you to dig with great speed.
  Prerequisites: Stony Step, character level 9th, oread.
  Benefit: You gain a burrow speed equal to 1/2 your base 
  speed. You can burrow through sand, dirt, clay, gravel, or 
  similar materials, but not solid stone. You do not leave a 
  hole behind, nor is your passage marked on the surface.
  Oread Earth Glider
  The earth welcomes you, showing you the secret paths 
  through sand and soil.
  Prerequisites: Oread Burrower, Stony Step, character 
  level 13th, oread.
  Benefit: You gain the earth glide universal monster ability 
  and can use it to travel at your full base speed through sand, 
  dirt, clay, gravel, or similar materials. If protected against 
  fire damage, you can even burrow through lava. You can 
  burrow through solid stone at 1/2 your base speed.
  Stony Step
  The earth recognizes its kinship with you and does not 
  impede your movement.
  Prerequisite: Oread.
  Benefit: Whenever you move, you may move through 5 
  feet of earth- or stone-based difficult terrain (rubble, stone 
  stairs, and so on) each round as if it were normal terrain. 
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  Featured Races
  Featured Races 2
  
  The effects of this feat stack with similar feats such as 
  Acrobatic Steps and Nimble Moves. This feat allows you to 
  take a 5-foot step into this kind of difficult terrain.
  Oread Magic Items
  Oreads have access to the following shield special abilities.
  Guarding (shield special ability): A guarding shield 
  allows the wearer to transfer some or all of the shield’s 
  enhancement bonus to an adjacent creature’s AC (this 
  bonus stacks with all others). As a free action at the start 
  of her turn before using any of the shield’s other abilities, 
  the wearer may choose an adjacent target and how much 
  of the shield’s enhancement bonus to allocate at the 
  start of her turn. The target’s AC bonus lasts until the 
  wearer’s next turn or until the wearer and the target are 
  ever more than 5 feet apart, at which point the target’s 
  bonus ends and the shield’s enhancement bonus works 
  normally for the wearer. This ability only affects a shield’s 
  enhancement bonus to Armor Class, not its enhancement 
  bonus on attack rolls (if any) or any other shield abilities.
  Moderate abjuration; CL 8th; Craft Magic Arms and 
  Armor, shield other; Price +1 bonus.
  Guarding, Greater (shield special ability): As the 
  guarding property, except as a free action, the wearer 
  selects any number of adjacent allies to receive the 
  shield’s bonus. All selected allies receive the same bonus. 
  If a shielded target is ever more than 5 feet from the 
  wearer, the effect ends for that target but not for any 
  other targets.
  Strong abjuration; CL 12th; Craft Magic Arms and 
  Armor, shield other; Price +2 bonus.
  BELT OF STONESKIN
  Aura moderate abjuration; CL 10th
  Slot belt; Price 60,000 gp; Weight 10 lbs.
  DESCRIPTION 
  This belt is made of specially treated stone plates held together 
  by thick iron chain. Every 24 hours, the belt’s wearer gains DR 
  10/adamantine until the belt absorbs 100 points of damage, at 
  which point the belt becomes useless for the remainder of the 
  24-hour period. When first worn, or after each time this belt is 
  taken off, it must worn for 24 consecutive hours in order for 
  its magic to take effect again.
  CONSTRUCTION
  Requirements Craft Wondrous Item, stoneskin, creator 
  must be an oread or a creature with the earth subtype; 
  Cost 30,000 gp
  EARTHBIND ROD
  Aura moderate transmutation; CL 6th
  Slot none; Price 26,500 gp; Weight 5 lbs. 
  DESCRIPTION 
  This rod looks like nothing more than a large, strange sliver 
  of rough granite. This rod’s magic interacts with stone or 
  earth to both steady its wielder and anchor creatures the 
  rod touches. An earthbind rod functions like a +1 light mace, 
  and it grants its wielder a +4 circumstance bonus to its CMD 
  against bull rush, grapple, overrun, reposition, and trip 
  combat maneuvers, but only if the wielder is an oread, has 
  the earth subtype, or is standing on earth or stone. Three 
  times per day, when the wielder hits a creature with this 
  rod, as long as the target of this attack is standing on stone 
  or earth, the wielder can attempt to entangle that creature 
  (Fortitude DC 18 negates) for 1d4 rounds. 
  CONSTRUCTION
  Requirements Craft Rod, stone shape; Cost 13,250 gp
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  MASK OF STONY DEMEANOR 
  Aura moderate transmutation; CL 6th
  Slot head; Price 500 gp; Weight 4 lbs.
  DESCRIPTION 
  When worn, this mask transforms the wearer’s face into a 
  stone statue and its voice into an emotionless monotone. 
  Though it allows the wearer to speak, its facial expressions 
  and voice betray little emotion, granting a +10 competence 
  bonus on Bluff checks made to lie and a +5 competence 
  bonus on Bluff checks made to feint, but also imposes a –5 
  penalty on Bluff checks made to pass a hidden message. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, innocence (Advanced 
  Player’s Guide), stone shape; Cost 250 gp
  Oread Spells
  Oreads have access to the following spells.
  BINDING EARTH
  School transmutation [earth]; Level druid 2, witch 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or unattended object (see text)
  Duration 1 round/level
  Saving Throw Fortitude negates; Spell Resistance yes
  If the target of this spell fails its Fortitude save, areas of earth 
  and stone floor act as a snapping quagmire that pulls the 
  target down and damages it if it attempts to move through 
  such terrain.
  If the target is a creature, it treats all areas of earth and 
  stone it moves through as difficult terrain. Furthermore, for 
  each 5 feet a creature moves through such areas, it takes 
  1d6 points of damage. Creatures with a burrow speed or the 
  earth glide ability are unaffected by binding earth.
  If cast on an unattended object resting on an area of stone 
  or earth, the stone or earth warps and wraps around it, pulling 
  it firmly to the ground. A DC 15 Strength check is required to 
  pull the object free from snapping earth or stone.
  BINDING EARTH, MASS
  School transmutation [earth]; Level druid 6, witch 6
  Target one creature or object/level, no two of which can be 
  more than 30 ft. apart
  This spell functions as binding earth, except as noted above.
  MIGHTY FIST OF THE EARTH
  School conjuration (creation) [earth]; Level cleric 1, druid 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You create a fist-sized rock that flies toward one enemy. 
  Make an unarmed strike attack roll against the target as if it 
  were in your threatened area. If the attack is successful, the 
  rock deals bludgeoning damage to the target as if you had 
  hit the target with your unarmed strike. If you have a ki pool, 
  as long as you have at least 1 point in your ki pool, the rock 
  counts as a ki strike.
  At 4th level, a qinggong monk (Ultimate Magic 51) may 
  select this spell as a ki power costing 1 ki point to activate (if 
  the monk has 0 ki points after activating this ki power, the 
  rock does not count as a ki strike).
  RAGING RUBBLE
  School transmutation [earth]; Level bard 3, cleric 3, druid 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 round 
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Effect one swarm of stones
  Duration concentration + 2 rounds
  Saving Throw none; Spell Resistance yes
  You animate an area of rubble, gravel, or other small stones, 
  creating a dangerous, rolling area of debris. The animated rubble 
  has a space of 10 feet and acts like a swarm, damaging (1d6 hit 
  points) and distracting (DC 12) anything within it. As a move 
  action, you can direct the rubble to move up to 10 feet. If the 
  rubble is attacked, treat it as a Medium animated object with the 
  young creature simple template and the swarm subtype. 
  STONE SHIELD
  School conjuration (creation) [earth]; Level cleric 1, druid 1, 
  magus 2, sorcerer/wizard 1, summoner 1
  Casting Time 1 immediate action 
  Components V, S, DF
  Range 0 ft.
  Effect stone wall whose area is one 5-ft. square
  Duration 1 round
  Saving Throw none; Spell Resistance no
  A 1-inch-thick slab of stone springs up from the ground, 
  interposing itself between you and an opponent of your choice. 
  The stone shield provides you with cover from that enemy (Core 
  Rulebook 195) until the beginning of your next turn, granting 
  you a +4 bonus to Armor Class and a +2 bonus on Reflex saving 
  throws. If the opponent’s attack misses you by 4 or less, the 
  attack strikes the shield instead. The stone shield has hardness 
  8 and 15 hit points. If the shield is destroyed, the spell ends and 
  the shield crumbles away into nothingness. Spells and effects 
  that damage an area deal damage to the shield.
  You cannot use this spell if you are not adjacent to a 
  large area of earth or stone such as the ground or a wall. A 
  qinggong monk (Ultimate Magic) may select this spell as a ki 
  power at 4th level.
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  Featured Races
  Featured Races 2
  
  Ratfolk
  Ratfolk are small, rodentlike humanoids; originally 
  native to subterranean areas in dry deserts and plains, 
  they are now more often found in nomadic trading 
  caravans. Much like the pack rats they resemble, ratfolk 
  are tinkerers and hoarders by nature, and as a whole 
  are masters of commerce, especially when it comes to 
  acquiring and repairing mechanical or magical devices. 
  Though some are shrewd merchants who carefully 
  navigate the shifting alliances of black markets and 
  bazaars, many ratfolk love their stockpiles of interesting 
  items far more than money, and would rather trade for 
  more such prizes to add to their hoards over mere coins. 
  It’s common to see a successful crew of ratfolk traders 
  rolling out of town with an even larger bundle than they 
  entered with, the whole mess piled precariously high on 
  a cart drawn by giant rats.
  Physical Description: Typical ratfolk are average 4 
  feet tall and weigh 80 pounds. They often wear robes to 
  stay cool in the desert or conceal their forms in cities, 
  as they know other humanoids find their rodent features 
  distasteful. Ratfolk have a strong attraction to shiny 
  jewelry, especially copper, bronze, and gold, and many 
  decorate their ears and tails with small rings made of 
  such metals. They are known to train giant rats (dire 
  rats with the giant creature simple template), which they 
  often use as pack animals and mounts.
  Society: Ratfolk are extremely communal, and live in 
  large warrens with plenty of hidden crannies in which to 
  stash their hoards or flee in times of danger, gravitating 
  toward subterranean tunnels or tightly packed tenements 
  in city slums. They feel an intense bond with their large 
  families and kin networks, as well as with ordinary 
  rodents of all sorts, living in chaotic harmony and 
  fighting fiercely to defend each other when threatened. 
  They are quick to use their stockpiles of gear in combat, 
  but prefer to work out differences and settle disputes 
  with mutually beneficial trades.
  When a specific ratfolk warren grows overcrowded 
  and the surrounding environment won’t support a larger 
  community, young ratfolk instinctively seek out new 
  places in which to dwell. If a large enough group of ratfolk 
  immigrants all settle down in a new, fertile area, they 
  may create a new warren, often with strong political ties 
  to their original homeland. Otherwise, individual ratfolk 
  are inclined to simply leave home and take up residence 
  elsewhere, or wander on caravan trips that last most of the 
  year, reducing the pressure of overcrowding at home.
  Relations: Ratfolk tend to get along quite well with 
  humans, and often develop ratfolk societies dwelling in 
  the sewers, alleys, and shadows of human cities. Ratfolk 
  find dwarves too hidebound and territorial, and often 
  mistake even mild criticisms from dwarves as personal 
  attacks. Ratfolk have no particular feelings about gnomes 
  and halflings, although in areas where those races 
  and ratfolk must compete for resources, clan warfare 
  can become dogma for generations. Ratfolk enjoy the 
  company of elves and half-elves, often seeing them as the 
  calmest and most sane of the civilized humanoid races. 
  Ratfolk are particularly fond of elven music and art, and 
  many ratfolk warrens are decorated with elven art pieces 
  acquired through generations of friendly trade.
  Alignment and Religion: Ratfolk individuals are driven 
  by a desire to acquire interesting items and a compulsion 
  to tinker with complex objects. The strong ties of ratfolk 
  communities give them an appreciation for the benefits 
  of an orderly society, even if they are willing to bend those 
  rules when excited about accomplishing their individual 
  goals. Most ratfolk are neutral, and those who take to 
  religion tend to worship deities that represent commerce 
  and family, including Abadar and Erastil.
  Adventurers: Ratfolk are often driven by a desire to seek 
  out new opportunities for trade, both for themselves and 
  for their warrens. Ratfolk adventurers may seek potential 
  markets for their clan’s goods, keep an eye out for sources 
  of new commodities, or just wander about in hopes of 
  unearthing enough treasure to fund less dangerous 
  business ventures. Ratfolk battles are often decided by 
  cunning traps, ambushes, or sabotage of enemy positions, 
  and accordingly young ratfolk heroes often take up classes 
  such as alchemist, gunslinger, and rogue.
  Male Names: Agiz, Brihz, Djir, Ninnec, Rerdahl, 
  Rikkan, Skivven, Tamoq.
  Female Names: Bessel, Fhar, Jix, Kitch, Kubi, Nehm, 
  Rissi, Thikka.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing ratfolk racial traits. Consult your GM before 
  selecting any of these new options.
  Cornered Fury: Ratfolk can fight viciously when cut off 
  from friends and allies. Whenever a ratfolk with this racial 
  trait is reduced to half or fewer of his hit points, and has 
  no conscious ally within 30 feet, he gains a +2 racial bonus 
  on melee attack rolls and to Armor Class. This racial trait 
  replaces swarming.
  Scent: Some ratfolk have much more strongly developed 
  senses of smell, instead of keen eyes and ears. These 
  ratfolk have the scent ability, but take a –2 penalty on all 
  Perception checks based primarily on sight or hearing. 
  This racial trait replaces tinker.
  Skulk: Some ratfolk can blend easily into their 
  environments, and move with surprising grace. Ratfolk 
  gain a +2 racial bonus on Stealth checks, and take only a 
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  –5 penalty on Stealth checks made to hide from creatures 
  they have distracted with a Bluff check (rather than the 
  normal –10 penalty). This racial trait replaces tinker.
  Unnatural: Some ratfolk unnerve normal animals, and 
  train to defend themselves against the inevitable attacks 
  from such creatures. These ratfolk take a –4 penalty on 
  all Charisma-based skill checks to affect creatures of the 
  animal type, and receive a +2 dodge bonus to AC against 
  animals. An animal’s starting attitude toward ratfolk is 
  one step worse than normal. This racial trait replaces 
  rodent empathy.
  FAVORED CLASS OPTIONS
  The following options are available to all ratfolk who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward.
  Alchemist: The alchemist gains +1/6 of a new discovery.
  Barbarian: When raging, add +1/4 to the barbarian’s 
  swarming trait’s flanking bonus on attack rolls.
  Druid: Add a +1 bonus on wild empathy checks made to 
  influence animals and magical beasts that live underground.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  bull rush or grapple attempt.
  Gunslinger: Add a +1/2 bonus on initiative checks when 
  the gunslinger has at least 1 grit point.
  Monk: Add +1 feet to the speed the monk can move while 
  making a Stealth check without taking a penalty. This has 
  no effect unless the monk has selected this reward five 
  times (or another increment of five). This does not allow 
  the monk to use Stealth while running or charging.
  Ranger: Add +1 to an animal companion’s CMD when 
  adjacent to the ranger. If the ranger ever replaces his 
  animal companion, the new animal companion gains 
  this bonus.
  Rogue: Add a +1/2 bonus on Escape Artist checks.
  Summoner: Add a +1 bonus on saving throws against 
  poison made by the summoner’s eidolon.
  Witch: Add +5 feet to the range of one hex with a range 
  other than “touch.”
  RACIAL ARCHETYPES
  The following racial archetypes are available to ratfolk.
  Ratfolk Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Strength: Ratfolk are agile and clever, yet physically weak.
  Ratfolk: Ratfolk are humanoids with the ratfolk subtype.
  Small: Ratfolk are Small and gain a +1 size bonus to their AC, a 
  +1 size bonus on attack rolls, a –1 penalty on combat 
  maneuver checks and to their CMD, and a +4 size 
  bonus on Stealth checks.
  Slow Speed: Ratfolk have a base speed of 
  20 feet.
  Darkvision: Ratfolk can see in the dark up 
  to 60 feet.
  Rodent Empathy: Ratfolk gain a +4 racial 
  bonus on Handle Animal checks 
  made to influence rodents.
  Swarming: Ratfolk are used to living 
  and fighting communally, and 
  are adept at swarming foes for 
  their own gain and their foes’ 
  detriment. Up to two ratfolk can 
  share the same square at the same 
  time. If two ratfolk in the same square attack the 
  same foe, they are considered to be flanking that foe as if they were 
  in two opposite squares.
  Tinker: Ratfolk gain a +2 racial bonus on Craft (alchemy), Perception, 
  and Use Magic Device checks.
  Languages: Ratfolk begin play speaking Common. Ratfolk with 
  high Intelligence scores can choose from the following: Aklo, 
  Draconic, Dwarven, Gnoll, Gnome, Goblin, Halfling, Orc,  
  and Undercommon.
  151151
  Featured Races
  Featured Races 2
  
  Gulch Gunner (Gunslinger)
  Ratfolk warfare often occurs in cramped, claustrophobic 
  spaces such as the ratfolk’s own underground warrens 
  and heavily trapped gulch fortresses, or the subterranean 
  tunnels of goblins and similar foes. Since these 
  battlegrounds often have tight corners and few areas with 
  long lines of sight, those ratfolk who seek to master the 
  use of firearms almost inevitably become experts in close-
  quarters combat. These gulch gunners often specialize 
  in proficiency with a single pistol (easily handled in tight 
  spaces) and wander from warren to warren selling their 
  tunnel-shooting skills to the highest bidder. A gulch 
  gunner has the following class features. 
  Class Skills: A gulch gunner adds Disable Device, 
  Escape Artist, and Knowledge (dungeoneering) to her list 
  of class skills and removes Knowledge (local), Ride, and 
  Swim from her list of class skills.
  Grit (Ex): At 1st level, a gulch gunner gains grit as a 
  standard gunslinger. However, the close-combat focus 
  of the gulch gunner results in a slightly different set of 
  circumstances for regaining grit. 
  Daring Adjacent Shot: The first time each round the gulch 
  gunner makes a ranged firearm attack against an adjacent 
  foe and provokes an attack of opportunity, she regains 1 
  grit point. Making an adjacent firearm attack against 
  a helpless or unaware creature or on a creature that has 
  fewer Hit Dice than half the gulch gunner’s character level 
  does not restore grit, nor do ranged attacks using some 
  ability that prevents the gulch gunner from provoking an 
  attack of opportunity. This ability replaces the ability to 
  regain grit from a critical hit with a firearm.
  Deeds: A gulch gunner has some unique deeds, which 
  replace some of the standard gunslinger deeds as listed in 
  each entry. These deeds follow all the general rules and 
  restrictions of gunslinger deeds.
  Flash and Shock (Ex): At 1st level, the gulch gunner can take 
  advantage of the flash and sound of a firearm to throw off 
  an attacker’s aim at close range. When she makes an attack 
  against a foe within her firearm’s first range increment, 
  she may spend 1 grit point to gain a +4 circumstance 
  bonus to AC against that opponent until 
  the beginning of her next turn. She can 
  only perform this deed while wearing 
  medium, light, or no armor, and while 
  carrying no more than a light load. This 
  deed replaces the deadeye deed.
  Powder Burns (Ex): At 3rd level, the gulch 
  gunner learns to maximize the damage 
  dealt by a firearm at extremely close range. 
  When the gulch gunner successfully 
  hits an adjacent foe with a ranged 
  firearm attack, she may spend 1 
  grit point to deal an additional 
  1d6 points of fire damage from 
  the muzzle flash of her weapon. 
  The target must also make a 
  Reflex save (DC 10 + 1/2 the 
  gulch gunner’s level + the gulch 
  gunner’s Wisdom modifier) or 
  catch on fire. This deed replaces 
  the pistol whip deed.
  Staggering Shot (Ex): At 15th 
  level, when the gulch gunner hits 
  an adjacent target with a ranged firearm 
  attack, the target must also make a Fortitude 
  save (DC 10 + 1/2 the gulch gunner’s 
  level + the gulch gunner’s Wisdom 
  modifier) or be staggered for 1d4 
  rounds. This deed replaces the 
  menacing shot deed.
  Belly Shot (Ex): At 9th 
  level, a gulch gunner can press 
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  her firearm directly against a vulnerable location of an 
  adjacent target, dealing additional damage. When the gulch 
  gunner successfully hits an adjacent target with a ranged 
  firearm attack, she deals +1d6 points of damage. This 
  damage increases to +2d6 at 13th level and to +3d6 at 17th 
  level. Creatures immune to precision damage, critical hits, 
  or sneak attacks do not take this additional damage. This 
  ability replaces the gun training ability gained at 9th, 13th, 
  and 17th level.
  Plague Bringer (Alchemist)
  The plague bringer sees disease as the ultimate weapon, 
  and has worked tirelessly to master new diseases and 
  disease-delivery systems. A plague bringer feels no 
  more remorse at unleashing his armaments on his 
  enemies than an archer does when firing an arrow 
  in the heat of battle. Disease is a tool, and the plague 
  bringer is its master. A plague bringer has the following 
  class features.
  Plague Vial (Su): At 1st level, a plague bringer can create 
  a plague vial, an alchemically grown and concentrated 
  disease sample. It takes 1 hour to prepare a plague vial, 
  and once prepared, the vial remains potent until used. 
  A plague bringer can only maintain 1 plague vial at a 
  time—if he prepares a second vial, any existing plague 
  vial becomes inert. A plague vial that is not in a plague 
  bringer’s possession becomes inert until a plague bringer 
  picks it up again.
  It’s a standard action to drink a plague vial. Upon being 
  imbibed, the plague vial infects the plague bringer’s 
  blood, sweat, tears, and other bodily fluids for 10 minutes 
  per class level. Any creature that harms him with melee 
  attacks (except with reach weapons) must make a Fortitude 
  save (DC 10 + 1/2 the plague bringer’s level + the plague 
  bringer’s Intelligence modifier) or become sickened for 
  1 round per plague bringer level. The plague bringer is 
  immune to the effect of his own plague vial, but not that of 
  another’s plague vial. The effects of multiple plague vials 
  do not stack.
  As a standard action, the plague bringer can infect a 
  weapon with this sickness (typically by licking it or wiping 
  his blood or pus on it). The disease on the weapon works 
  like a poisoned weapon, except the source is a disease 
  instead of a poison (so a dwarf’s resistance to poison does 
  not apply).
  Anyone other than a plague bringer (including another 
  alchemist) who drinks a plague vial must make a saving 
  throw against the vial’s DC or become nauseated for 1 
  hour. Unless he learns how to brew a mutagen by taking 
  the mutagen discovery (see Ultimate Magic), he can never 
  benefit from a mutagen and reacts to it as if he were a 
  non-alchemist. At any particular time, a plague bringer 
  can only be under the effect of either a plague vial or a 
  mutagen (not both); drinking another immediately ends 
  the effects of any ongoing plague vial or mutagen.
  All limitations to mutagens apply to plague vials as 
  if they were the same substance. The infuse mutagen 
  discovery and persistent mutagen class ability apply to 
  plague vials. The sticky poison discovery applies to a 
  weapon infected with a plague vial. The plague vial is a 
  disease effect. This ability replaces mutagen.
  Disease Resistance (Ex): At 2nd level, a plague bringer 
  gains a +2 bonus on all saving throws against disease. 
  This bonus increases to +4 at 5th level, and to +6 at 8th 
  level. At 10th level, a plague bringer becomes completely 
  immune to disease (including magical diseases). This 
  ability replaces all increments of poison resistance and 
  poison immunity.
  Discoveries: The following discoveries complement 
  the plague bringer archetype: explosive bomb, precise 
  bombs, smoke bomb (Advanced Player’s Guide); breath 
  weapon bomb, fast bomb, nauseating bomb (Ultimate 
  Combat); plague bomb (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to ratfolk. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Ratfolk Equipment
  Ratfolk have access to the following equipment.
  Blight Tonic: Blight tonic increases the potency of a 
  creature’s disease attack transmitted by physical contact, 
  such as a dire rat’s filth fever. The next time a creature 
  Ratfolk Discoveries
  The following new discoveries can be taken by any 
  alchemist who meets the prerequisites, but are more 
  common among ratfolk.
  Greater Plague Bomb: The effects of the smoke created 
  by an alchemist’s bomb duplicates the effects of greater 
  contagion (see Ultimate Magic) instead of fog cloud, filling 
  an area equal to twice the bomb’s splash radius for 1 round 
  per level. An alchemist must be at least 16th level and 
  must possess the plague bomb (see Ultimate Magic) and 
  smoke bomb discoveries before selecting this discovery.
  Lingering Plague: Any creature that must make a save 
  against a disease caused by the alchemist’s extract or 
  other class ability must make a second save 1 round later 
  to avoid doubling the duration of the disease effect. If the 
  disease doesn’t have a duration, this discovery reduces its 
  onset time and frequencies by half. An alchemist must be 
  at least 8th level before selecting this discovery.
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  must save against the drinker’s disease save DC, the DC for 
  the initial infection increases by +2. The tonic lasts for 10 
  minutes or until the next time a creature must save against 
  the drinker’s disease DC, whichever comes first.
  Pox Burster: A pox burster is an alchemically preserved 
  animal bladder or gourd that has been filled with toxic, 
  rotting materials. You can throw a pox burster as a splash 
  weapon. Treat this attack as a ranged touch attack with a range 
  increment of 10 feet. A direct hit forces a target to immediately 
  make a DC 13 Fortitude save or contract filth fever. Every space 
  adjacent to the target square of the pox burster is covered in 
  disease-causing filth. For the next minute, any creature that 
  is injured while in one of these spaces must also make a DC 
  9 Fortitude save or contract filth fever.
  Stink Ink: Stink ink is a special, pungent, musk-based 
  ink that allows its user to encode information with smell 
  rather than visually. Stink ink dries clear but its sharp, 
  extremely localized smell can be picked out by those with 
  sensitive enough noses to make it possible to read by sense 
  of smell. Only creatures with the keen senses trait or 
  scent ability can read stink ink without aid of some form 
  of magic. Reading or writing something with stink ink 
  takes twice as long as going through the same amount of 
  information written in normal ink.
  Stink Ink, Arcane: Most common among ratfolk 
  alchemists, arcane stink ink is used to inscribe formulae 
  or spells into formula books and spellbooks. Like normal 
  stink ink, the arcane version can only be read by creatures 
  with the scent ability (although read magic works normally 
  on spells and arcane formulae inscribed with stink ink). 
  Using arcane stink ink to inscribe a spell or formula into a 
  book costs +10% of the normal amount (Core Rulebook 219).
  Tailblade: A tailblade is a small, sharp knife designed 
  to be strapped to the tip of a wielder’s tail. It takes a 
  full-round action to strap on or remove a tailblade. The 
  wearer can loosely attach the tailblade (without strapping 
  it securely in place) as a move action, but using a loosely 
  attached tailblade gives the wielder a –4 penalty on all 
  attack rolls made with the weapon, and other creatures 
  get a +4 bonus on disarm combat maneuver checks to 
  disarm the tailblade. A ratfolk wielding a tailblade can 
  make a tail attack, adding its Strength modifier to the 
  tailblade’s damage. Ratfolk are considered proficient with 
  such attacks and can apply feats or effects appropriate to 
  natural attacks to tail attacks made with a tailblade. If 
  used as part of a full attack action, attacks with a tailblade 
  are considered secondary attacks.
  Ratfolk Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Blight tonic 
  150 gp 
  1 lb. 
  20
  Pox burster 
  50 gp 
  1 lb. 
  20
  Stink ink 
  5 gp 
  1 lb. 
  15
  Stink ink, arcane 
  special 
  1 lb. 
  —
  Ratfolk Feats
  Ratfolk have access to the following feats.
  Burrowing Teeth
  You have teeth and claws that suit you well to digging.
  Prerequisites: Sharpclaw, Tunnel Rat, ratfolk.
  Benefit: You gain a burrow speed equal to 1/2 your 
  base speed. You can burrow through sand, dirt, clay, 
  gravel, or similar materials, but not solid stone. You do 
  not leave a hole behind, nor is your passage marked on 
  the surface.
  Sharpclaw (Combat)
  Your nails are large and strong.
  Prerequisite: Ratfolk.
  Benefit: You gain two claw attacks. These are primary 
  natural attacks that deal 1d4 points of damage.
  Tunnel Rat
  You are a master of fighting in confined spaces.
  Prerequisites: Ratfolk, swarming racial trait.
  Benefit: You count as one size smaller than normal for 
  the purpose of squeezing.
  Ratfolk Magic Items
  Ratfolk have access to the following magic items.
  CAP OF HUMAN GUISE
  Aura faint illusion; CL 3rd
  Slot head; Price 800 gp; Weight —
  DESCRIPTION
  This threadbare hat allows its wearer to alter her appearance 
  as with a disguise self spell, except she can only appear as a 
  plainly dressed Small human child, adult halfling, or adult 
  gnome, such as a peasant, blacksmith, or shopkeeper. The 
  wearer can slightly alter the cap’s appearance as part of the 
  disguise, but otherwise must match the overall unremarkable 
  look of the illusory form.
  CONSTRUCTION
  Requirements Craft Wondrous Item, disguise self; Cost 400 gp
  Table 2–3: Ratfolk Weapons
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Light Melee Weapons
  Tailblade 
  11 gp 
  1d2 
  1d3 
  20/×2 
  — 
  1/2 lb. 
  S 
  —   
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  CLOAK OF THE SCUTTLING RAT
  Aura faint transmutation; CL 5th
  Slot shoulders; Price 6,000 gp; Weight 1 lb.
  DESCRIPTION
  This unassuming cloak initially appears to be made of plain 
  leather. When the wearer speaks the command word, however, 
  the cloak of the scuttling rat wraps itself around the individual, 
  transforming her into a dire rat as if using beast shape I. The 
  wearer can remain in dire rat form for up to 5 minutes per day. 
  This duration need not be consecutive, but it must be used in 
  1-minute increments.
  CONSTRUCTION
  Requirements Craft Wondrous Item, beast shape I; Cost 
  3,000 gp
  PIPES OF THE WARREN GUARDIAN
  Aura faint conjuration; CL 5th
  Slot none; Price 6,000 gp; Weight —
  DESCRIPTION
  These finely crafted yellow-ivory pipes are bound in bronze 
  and decorated with bits of amber. If the possessor learns the 
  proper tune, once per day he can use these pipes to summon 
  1d4+1 dire rats as if using summon monster III. The summoned 
  dire rats also have the swarming racial trait, and count as 
  ratfolk for the purposes of the ratfolk’s swarming racial trait.
  CONSTRUCTION
  Requirements Craft Wondrous Item, summon monster III; 
  Cost 3,000 gp
  RING OF RAT FANGS
  Aura faint transmutation; CL 3rd
  Slot ring; Price 5,000 gp; Weight —
  DESCRIPTION
  This bone ring is the shape of an elongated rat biting its own 
  tail. The wearer gains a bite attack as a primary natural attack. 
  This attack deals 1d4 points of piercing damage for a Medium 
  wearer or 1d3 points of damage for a Small wearer. After about 
  a week of wearing the ring, the wearer’s appearance becomes 
  more ratlike, though she still looks like a member of her original 
  race (for example, a human might gain prominent teeth).
  CONSTRUCTION
  Requirements Forge Ring, magic fang, polymorph; Cost 2,500 gp
  RING OF SWARMING STABS
  Aura faint transmutation; CL 5th
  Slot ring; Price 6,000 gp; Weight —
  DESCRIPTION
  This ring is crafted of hardened leather strips, into which bits 
  of fur, feathers, bone, and ivory have been woven. Twice per 
  day, when the wearer is flanking an opponent, he can as a swift 
  action deal an additional 1d6 points of damage on a successful 
  melee attack against that opponent. This is a sneak attack for 
  any effects that reduce or negate such damage.
  CONSTRUCTION
  Requirements Forge Ring, guidance, creator must be able to 
  sneak attack; Cost 3,000 gp
  Ratfolk Spells
  Ratfolk have access to the following spells.
  ALCHEMICAL TINKERING
  School transmutation; Level cleric 2, sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target firearm or alchemical item touched
  Duration 1 minute/level
  Saving Throw Fortitude negates (object); Spell Resistance yes
  You transform one alchemical item or firearm into another 
  alchemical item or firearm of the same or lesser cost. Magic 
  items are unaffected by this spell. At the end of the spell’s 
  duration, alchemical items used while transformed are 
  destroyed and do not return to a usable state and firearms 
  transformed revert back to their original type.
  DELAY DISEASE
  School conjuration (healing); Level alchemist 2, cleric 2, druid 2, 
  inquisitor 2, paladin 2, ranger 2, witch 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 day
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target becomes temporarily immune to disease. Any disease 
  to which it is exposed during the spell’s duration does not affect 
  the target until the spell’s duration has expired. If the target is 
  currently infected with a disease, you must make a caster level 
  check against the disease’s DC to suspend it for the duration of 
  the spell; otherwise, that disease affects the target normally. Delay 
  disease does not cure any damage a disease may have already done.
  SICKENING STRIKES
  School transmutation [disease]; Level alchemist 2, antipaladin 2, 
  druid 2, magus 3, ranger 4, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw Fortitude negates; see text; Spell Resistance yes
  You are imbued with disease, and any creature you strike with 
  a melee attack must make a Fortitude save or be sickened for 1 
  minute. Creatures that are immune to disease are immune to 
  this sickened effect.
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  Featured Races
  Featured Races 2
  
  Sylphs
  Born from the descendants of humans and beings of 
  elemental air such as djinn, sylphs are a shy and reclusive 
  race consumed by intense curiosity. Sylphs spend their 
  lives blending into the crowd, remaining unnoticed as 
  they spy and eavesdrop on the people around them. They 
  call this hobby “listening to the wind,” and for many 
  sylphs it becomes an obsession. Sylphs rely on their 
  capable, calculating intellects and on knowledge gleaned 
  from eavesdropping to deliver them from danger.
  Physical Description: Sylphs tend to be pale and thin to 
  the point of appearing delicate, but their skinny bodies are 
  often more resilient than they look. Many sylphs can easily 
  pass for humans with some effort, though the complex 
  blue markings that swirl across their skin reveal their 
  elemental ancestry. Sylphs also bear more subtle signs 
  of their heritage, such as a slight breeze following them 
  wherever they go. These signs become more pronounced as 
  a sylph experiences intense passion or anger, spontaneous 
  gusts of wind tousling the sylph’s hair or hot blusters 
  knocking small items off of shelves.
  Society: Sylphs are usually born to human parents, and so 
  are raised according to human customs. Most sylphs dislike 
  the attention they receive growing up in human society, so 
  it’s common for them to leave home soon after coming of 
  age. They rarely abandon civilization altogether, however, 
  preferring instead to find some new city or settlement 
  where they can go unnoticed among (and spy upon) the 
  masses. A sylph who happens upon another sylph unnoticed 
  instantly becomes obsessed with her kin, spying on and 
  learning as much about the other as she possibly can. Only 
  after weighing all the pros and cons and formulating plans 
  for every potential outcome will the sylph introduce herself 
  to the other. Rarely, two sylphs will discover each other’s 
  presence in a community at the same time. What ensues 
  thereafter is a sort of cat-and-mouse game, a convoluted 
  dance in which each sylph spies on the other as both attempt 
  to gain the upper hand. Sylphs who meet this way always 
  become either inseparable friends or intractable enemies. 
  Relations: Sylphs enjoy prying into the affairs of most 
  other races, but have little taste for actually associating 
  with most of them. Sylphs can relate on some level with 
  elves, who share their tendency toward aloofness, but 
  often spoil any possible relationship by violating the 
  elven sense of privacy. Dwarves distrust sylphs intensely, 
  considering them flighty and unreliable. They form 
  excellent partnerships with halflings, relying on the 
  short folk’s courage and people skills to cover their 
  own shortcomings. Sylphs are amused by the annoyed 
  reactions they provoke in ifrits, and find oreads too 
  boring to give them much attention. 
  Alignment and Religion: Sylphs have little regard for 
  laws and traditions, for such strictures often prohibit 
  the very things sylphs love—subterfuge and secrecy. 
  This doesn’t mean sylphs are opposed to law, merely 
  that they use the most expedient means available to 
  accomplish their goals, legal or not. Most sylphs are 
  thus neutrally aligned. Sylphs are naturally drawn to 
  mystery cults, and to deities who focus on secrets, travel, 
  or knowledge.
  Adventurers: An inborn urge to get to the bottom 
  of things drives many sylphs to the adventuring life. 
  A sylph who runs across the trail of a mystery will 
  never be satisfied until she has uncovered every thread 
  of evidence, followed up on every lead, and found the 
  very heart of the trouble. Such sylphs make plenty of 
  enemies by poking around into other peoples’ affairs, 
  and usually turn to their roguish talents or wizardry to 
  defend themselves. 
  Male Names: Akaash, Eydan, Hanuun, Siival, Vasaam.
  Female Names: Inam, Keeya, Lissi, Nava, Radaya, Tena.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing sylph racial traits. Consult your GM before 
  selecting any of these new options.
  Air Insight: Sylph spellcasters sometimes find that their 
  elemental heritage makes creatures of air more willing to 
  serve them. Summon monster and summon nature’s ally spells 
  that the sylph casts last 2 rounds longer than normal when 
  used to summon creatures with the air subtype. This 
  racial trait replaces air affinity.
  Breeze-Kissed: Breezes seem to follow most sylphs 
  wherever they go, but some sylphs are better able to 
  control these winds than others. A sylph with this racial 
  trait surrounds herself with swirling winds, gaining a +2 
  racial bonus to AC against nonmagical ranged attacks. 
  The sylph can calm or renew these winds as a swift action. 
  Once per day, the sylph can channel this wind into a 
  single gust, making a bull rush or trip combat maneuver 
  attempt against one creature within 30 feet. Whether or 
  not the attempt succeeds, the winds are exhausted and 
  no longer provide a bonus to the sylph’s AC for 24 hours. 
  This is a supernatural ability. This racial trait replaces 
  air affinity.
  Like the Wind: A sylph with this racial trait gains a +5 
  foot bonus to her base speed. This racial trait replaces 
  energy resistance.
  Sky Speaker: Sylphs with this racial trait feel kinship 
  toward the creatures of the air, and can use speak with 
  animals once per day to speak to birds or other flying 
  animals. Her caster level for these effects is equal to 
  her level. This racial trait replaces the sylph’s spell-like 
  ability racial trait.
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  Storm in the Blood: A sylph with this racial trait gains fast 
  healing 2 for 1 round anytime she takes electricity damage 
  (whether or not this electricity damage gets through her 
  electricity resistance). The sylph can heal up to 2 hit points 
  per level per day with this ability, after which it ceases to 
  function. This racial trait replaces air affinity.
  Thunderous Resilience: Sylphs with this racial trait gain 
  sonic resistance 5. This racial trait replaces energy resistance.
  Weather Savvy: Some sylphs are so in tune with the 
  air and sky that they can sense the slightest change in 
  atmospheric conditions. Sylphs with this trait can spend a 
  full-round action to predict the weather in an area for the 
  next 24 hours. The sylph’s prediction is always accurate, 
  but cannot account for spells or supernatural effects that 
  might alter the forecast. This racial trait replaces the 
  sylph’s spell-like ability racial trait.
  Whispering Wind: Some sylphs are especially thin and 
  wispy, as though they were made more of air than flesh. 
  Sylphs with this racial trait gain a +4 racial bonus on Stealth 
  checks. This racial trait replaces the sylph’s spell-like ability 
  racial trait.
  FAVORED CLASS OPTIONS
  The following options are available to all sylphs who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the class reward.
  Cleric: Add a +1/2 bonus on Knowledge (planes) checks 
  relating to the Plane of Air and creatures with the air subtype.
  Druid: Add a +1/2 bonus on Knowledge (nature) checks 
  relating to weather and flying animals.
  Inquisitor: Add a +1/2 bonus on Stealth checks while 
  motionless and on opposed Perception checks.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of one revelation.
  Rogue: Add a +1/2 bonus on Acrobatics checks to jump 
  and a +1/2 bonus on Sense Motive checks.
  Sorcerer: Choose a bloodline power from the djinni or 
  elemental (air) bloodline that the sorcerer can use. The 
  sorcerer treats her class level as though it were +1/2 higher 
  (to a maximum of +4) when determining the effects of 
  that power.
  Witch: Add a +1/2 bonus on Stealth checks and 
  Perception checks made by the witch’s familiar. If the 
  sylph ever replaces her familiar, the new familiar gains 
  these bonus skill ranks.
  Wizard: Select one arcane school power from the air 
  or wood elemental schools that the wizard can currently 
  use. The wizard treats her class level as though it were 
  +1/2 higher (to a maximum of +4) when determining the 
  effects of that power.
  Sylph Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Constitution: Sylphs are quick and insightful, 
  but slight and delicate.
  Native Outsider: Sylphs are outsiders with the native subtype.
  Medium: Sylphs are Medium creatures and have no bonuses 
  or penalties due to their size.
  Normal Speed: Sylphs have a base speed of 30 feet.
  Darkvision: Sylphs can see in the dark up to 60 feet.
  Spell-Like Ability: Feather fall 1/day (caster level equals the sylph’s 
  total level).
  Energy Resistance: Sylphs have electricity resistance 5.
  Air Affinity: Sylph sorcerers with the elemental (air) 
  bloodline treat their Charisma score as 2 points 
  higher for all sorcerer spells and class abilities. Sylph 
  spellcasters with the Air domain use their domain 
  powers and spells at +1 caster level.
  Languages: Sylphs begin play speaking Common and 
  Auran. Sylphs with high Intelligence scores can choose 
  from the following: Aquan, Dwarven, Elven, Gnome, Halfling, 
  Ignan, and Terran.
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  Featured Races 2
  
  RACIAL ARCHETYPES
  The following racial archetypes are available to sylphs. 
  Sky Druid (Druid)
  Some druids develop ties not to a particular landscape, 
  but instead to the endless blue expanse of the skies. 
  Such are the sky druids, who are more at home soaring 
  through air than standing on the ground. A sky druid has 
  the following class features.
  Weapon and Armor Proficiency: A sky druid loses 
  medium armor proficiency.
  Nature Bond (Ex): At 1st level, a sky druid who chooses 
  an animal companion must select one with a fly speed. 
  If choosing a domain, the sky druid must choose from 
  the Air, Animals, Liberation, and Weather domains, or 
  subdomains appropriate to those domains. 
  Sky’s Embrace (Su): At 2nd level, a sky druid no longer 
  takes falling damage, as though she were constantly under 
  the effect of feather fall. Additionally, she may take ranks 
  in the Fly skill regardless of whether she has a natural fly 
  speed, and may use her Fly skill in place of Acrobatics when 
  making jump checks. This ability replaces woodland stride.
  Resist Storm (Ex): At 4th level, a sky druid gains a +4 
  bonus on saving throws against spells with the air or 
  electricity descriptors and against effects that control 
  or modify the weather (such as sleet storm). This ability 
  replaces resist nature’s lure.
  Skymaster (Su): At 5th level, a sky druid can use the fly 
  spell (self only) for a number of minutes per day equal 
  to her druid level. These minutes do not need to be 
  consecutive. This ability replaces trackless step.
  Wild Shape (Su): At 6th level, a sky druid gains the 
  ability to use wild shape. When a sky druid takes the form 
  of a creature with a fly speed, this ability functions at her 
  class level + 1. For all other forms, her effective druid level 
  for the ability is equal to her actual sky druid level. This 
  ability otherwise functions as and replaces wild shape.
  Soaring Form (Ex): At 9th level, a sky druid is no longer 
  affected by altitude sickness or natural or magical wind. 
  This ability replaces venom immunity.
  Into the Wild Blue (Su): At 13th level, a sky druid gains 
  a fly speed equal to twice her base land speed (good 
  maneuverability). This ability replaces a thousand faces.
  Wind Listener (Wizard)
  The wind listener takes a sylph’s natural curiosity to the 
  extreme, enhancing his natural skill at subterfuge and 
  eavesdropping with potent arcane magic. A wind listener 
  has the following class features.
  Class Skills: A wind listener adds Perception to his list 
  of class skills.
  Arcane School: A wind listener cannot select divination 
  or illusion as a prohibited school.
  Spontaneous Divination (Su): At 1st level, a wind listener 
  can reshape stored spell energy into divination spells he 
  did not prepare ahead of time. The wind listener can “lose” 
  any prepared spell that is not a cantrip in order to cast a 
  divination spell of the same spell level or lower. The new 
  spell must be one the wind listener knows and is capable 
  of casting. Spells cast with this ability increase their 
  casting time to a full-round action (if the spell’s normal 
  casting time is longer than a full-round action, it remains 
  unchanged). This ability replaces arcane bond. 
  Abjuration Sense (Ex): At 5th level, a wind listener 
  develops a sixth sense for spotting spells designed to 
  guard against his investigations. He gains a bonus on 
  Perception checks equal to 1/2 his level to notice spells of 
  the abjuration school and on Spellcraft checks to identify 
  abjuration effects, spells, and magic items. This ability 
  replaces the bonus feat gained at 5th level.
  Wispy Form (Ex): At 10th level, the wind listener gains 
  the ability to become airy and translucent as a standard 
  action, gaining DR 10/magic and the effects of improved 
  invisibility for a number of rounds per day equal to his level. 
  These rounds need not be consecutive. Like the natural 
  invisibility universal monster ability (Bestiary 2 299), 
  this ability is not subject to invisibility purge. This ability 
  replaces the bonus feat gained at 10th level.
  Listening to the Wind (Sp): At 15th level, the wind 
  listener can call upon spirits of the air to uncover lost 
  lore about a legendary person, place, or thing. Invoking 
  the spirits takes 10 minutes, during which time the 
  wind listener must be free of distractions and able to 
  concentrate. Once called, the spirits seek out information 
  on the subject of the wind listener’s inquiries. This 
  functions as the spell legend lore (caster level equal to the 
  wind listener’s level), except that the wind listener is free 
  to engage in other activities while spirits investigate on 
  his behalf. The time required for the air spirits to return 
  with this information is equal to what the casting time of 
  the spell legend lore would have been if the wind listener 
  had cast it. The wind listener can use this ability once per 
  week, and only if he does not currently have air spirits 
  searching for information. If the air spirits are currently 
  searching for information, the wind listener can end 
  their task early as a standard action, dismissing the 
  magical effect and not returning any information. This 
  ability replaces the bonus feat gained at 15th level.
  NEW RACIAL RULES
  The following equipment, feats, magic items, and spells 
  are available to sylphs. At the GM’s discretion, other 
  appropriate races may make use of some of these new rules.
  Sylph Equipment
  Sylphs have access to the following equipment.
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  Elemental Breath: This vial at first seems to be empty, 
  but when it’s opened, a rush of wind issues forth from 
  within. When elemental breath is inhaled (as drinking a 
  potion) by an air-breathing creature, that creature does 
  not need to breath air for 10 rounds. A vial of elemental 
  breath must be inhaled on the round it was opened to 
  gain this effect. If it is not, the item is wasted. 
  Wing Cloak: This strange piece of equipment only 
  works for sylphs and similar creatures, whose light, airy 
  bodies can be borne upon the winds. Looking like a fine 
  silk traveler’s cloak, a wing cloak is secretly reinforced 
  with a series of wooden struts that, when locked into 
  place, stretch the cloak’s fabric into a rudimentary wing. 
  Arranging the struts into a wing or reversing the change 
  is a move action. When the cloak is shaped into a wing, the 
  wearer can make a DC 15 Fly check to fall safely from any 
  height without taking falling damage, as if using feather 
  fall. When falling, the wearer may make an additional DC 
  15 Fly check to glide, moving 5 feet laterally for every 20 feet 
  she falls. Readying and using a wing cloak requires two 
  hands and provokes an attack of opportunity. A wing cloak 
  has hardness 0 and 5 hit points. If the wing cloak is broken, 
  the Fly DCs to use it increase by +10.
  Sylph Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Elemental breath 
  80 gp 
  1/2 lb. 
  20
  Wing cloak 
  1,200 gp 
  1 lb. 
  —
  Sylph Feats
  Sylphs have access to the Elemental Jaunt feat (see page 129) 
  and the following feats.
  Airy Step
  The air responds to your innate elemental nature, 
  protecting you from harm and cushioning your falls.
  Prerequisite: Sylph.
  Benefit: You gain a +2 bonus on saving throws against 
  effects with the air or electricity descriptors and effects 
  that deal electricity damage. You may ignore the first 30 
  feet of any fall when determining falling damage.
  Cloud Gazer
  Your insight into your elemental heritage gives you a 
  clarity of sight few humans possess. 
  Prerequisite: Sylph.
  Benefit: You can see through fog, mist, and clouds, 
  without penalty, ignoring any cover or concealment bonuses 
  from such effects. If the effect is created by magic, this feat 
  instead triples the distance you can see without penalty.
  Inner Breath
  Your body is suffused with elemental air that provides for 
  all your respiratory needs. 
  Prerequisites: Character level 11th, sylph.
  Benefit: You no longer need to breathe. You are immune 
  to effects that require breathing (such as inhaled poison). 
  This does not give you immunity to cloud or gas attacks 
  that do not require breathing, such as cloudkill.
  Wings of Air
  The winds lift you, carrying you where you want to go.
  Prerequisites: Airy Step, character level 9th, sylph.
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  Featured Races
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  Benefit: Your bonus on saves against effects with 
  the air or electricity descriptors and effects that deal 
  electricity damage increases to +4. In addition, you gain 
  a supernatural fly speed equal to your base speed (good 
  maneuverability). You may only fly with this ability when 
  wearing light armor or no armor.
  Sylph Magic Items
  Sylphs have access to the following armor special ability 
  and magic item.
  Cloudburst (armor special ability): This armor is usually 
  decorated with engravings of storm clouds and lightning 
  bolts. If an attack strikes the wearer and deals at least 10 
  points of electricity damage, the armor becomes visibly 
  charged with electricity for 1 round. As a swift action on 
  the wearer’s next turn that does not provoke an attack 
  of opportunity, she may use shocking grasp as a spell-like 
  ability, dealing 1d6 points of electricity damage for every 
  10 points of damage dealt to the wearer since her last turn 
  (maximum 5d6 for 50 or more points of electrical damage 
  taken). Determine the effect of the shocking grasp based on 
  how much damage the triggering electrical attack would 
  have dealt the wearer before any applicable resistances or 
  immunities.
  Faint abjuration and evocation; CL 5th; Craft Magic Arms 
  and Armor; resist energy, shocking grasp; Price +5,000 gp.    
  ELIXIR OF FORCEFUL EXHALATION
  Aura faint evocation; CL 3rd
  Slot none; Price 900 gp; Weight 1 lb.
  DESCRIPTION
  This fizzy, sky-blue liquid leaves its drinker feeling buoyant, 
  yet bloated. The drinker gains a +4 competence bonus on 
  Acrobatics checks made to make high or long jumps and on 
  Swim checks for up to 1 hour after consuming the elixir. As a 
  standard action, the drinker can exhale a 15-foot-long gust of 
  wind. The drinker can exhale up to three gusts, after which the 
  elixir’s effect is discharged and the skill bonuses end. Unused 
  gusts dissipate after 1 hour.
  CONSTRUCTION
  Requirements Craft Wondrous Item, gust of wind; Cost 450 gp
  Sylph Spells
  Sylphs have access to the following spells.
  ABSORBING INHALATION
  School transmutation [air]; Level alchemist 4, druid 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one cloud-like effect, up to one 10-ft. cube/level
  Duration 1 round/level; see text
  Saving Throw see text; Spell Resistance no
  You grant your lungs inhuman strength and capacity, allowing 
  you to harmlessly and completely inhale one gas, fog, smoke, 
  mist, or similar cloud-like effect. If the targeted cloud is a 
  magical effect, you must succeed at a caster level check (DC 
  11 + the effect’s caster level) to inhale it. Inhaling the cloud 
  removes it from the area, leaving normal air in its place. If 
  the cloud is too large for you to affect with a single casting of 
  this spell, you may instead inhale a portion of the cloud, but 
  you must inhale the portion of the cloud closest to you. This 
  spell has no effect on gaseous creatures. It can only affect an 
  instantaneous-duration cloud (such as a breath weapon) if you 
  ready an action to cast the spell in response.
  While inhaled, the cloud does not harm you. You may keep 
  the cloud harmlessly contained within you for up to 1 round per 
  level, but you must hold your breath to do so (even if you do not 
  normally have to breathe). If the cloud has a duration, the time 
  the cloud is contained within you counts toward that duration. As 
  a standard action, you may release the stored cloud as a breath 
  weapon, filling a 60-foot cone (or the cloud’s original area, if 
  smaller than a 60-foot cone). Any creature in the breath’s area 
  is subject to its normal effects, making saving throws and spell 
  resistance checks as appropriate against the cloud’s original DC. 
  The exhaled cloud resumes its duration, if any. Exhaling the 
  stored cloud ends this spell. If you do not exhale the cloud before 
  this spell’s duration expires, you suffer the cloud’s effects and 
  automatically fail any saving throw to resist it.
  CLOUD SHAPE
  School transmutation [air]; Level druid 4, ranger 4, sorcerer/
  wizard 4
  Range personal
  Target you
  Duration 10 minutes/level (D)
  This spell functions like gaseous form, except you assume the 
  shape of a Colossal cloud with a space of 30 feet. You choose 
  the general appearance of the cloud (white, stormy, fluffy, flat, 
  and so on), after which your appearance cannot be changed. 
  Even the closest inspection cannot reveal that the cloud in 
  question is actually a magically concealed creature. To all 
  normal tests you are, in fact, a cloud, although a detect magic 
  spell reveals a moderate transmutation aura on the cloud. 
  Your fly speed in cloud form is 30 feet.
  GUSTING SPHERE
  School evocation [air]; Level druid 2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action 
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Effect 5-ft.-diameter sphere of air
  Duration 1 round/level
  Saving Throw Fortitude negates (object) or Reflex negates; see 
  text; Spell Resistance yes
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  A swirling ball of wind rolls in whichever direction you 
  point, hurling those it strikes with great force. The sphere is 
  treated in all ways as an area of severe wind (Core Rulebook 
  439), applying a –4 penalty on ranged weapon attacks that 
  pass through it. The sphere moves 30 feet per round. As 
  part of this movement, it can ascend or jump up to 30 feet 
  to strike a target. If it enters a space containing a Medium 
  or smaller creature, it stops moving for that round and 
  generates a sharp thrust of wind to bull rush the creature. 
  The sphere’s CMB for bull rush combat maneuvers uses 
  your caster level in place of its base attack bonus, with a +2 
  bonus for its Strength score (14). Whether or not the bull 
  rush is successful, the creature takes 1d6 points of nonlethal 
  bludgeoning damage from the attack. If the bull rush fails, 
  the creature is still subject to the severe winds from the 
  sphere as long as they remain in the same square as it. A 
  gusting sphere rolls over objects or barriers that are less than 
  4 feet tall.
  The sphere moves as long as you actively direct it (a move 
  action for you); otherwise, it merely stays at rest. A gusting 
  sphere immediately dissipates if it exceeds the spell’s range.
  MIASMATIC FORM
  School transmutation [air, poison]; Level alchemist 4, sorcerer/
  wizard 4
  Components S, M (contact or inhaled poison worth 100 gp)
  Duration 1 minute/level
  Saving Throw none; see text; Spell Resistance no
  This spell functions like gaseous form, except the target’s 
  vaporous body is dangerous to creatures that touch it. A 
  creature can make a Fortitude save (DC 14 + your Intelligence 
  modifier) on its turn to resist the vapors. When you cast this 
  spell, you select one of the following options.
  Stinking cloud: The target’s body nauseates creatures that fail 
  their saving throws, as stinking cloud (Fortitude negates, see text). 
  This form of the spell does not require a material component.
  Poisonous cloud: The target’s body is deadly poison, dealing 
  1d2 points of Constitution damage to creatures that fail their 
  saves (Fortitude halves). This form of the spell requires a 
  material component.
  PATH OF THE WINDS
  School evocation [air]; Level druid 6, sorcerer/wizard 6
  Casting Time 1 standard action 
  Components V, S, 
  Range 100 ft.
  Effect 40-ft.-high downdraft of wind in a 100-foot line
  Duration concentration + 1 round
  Saving Throw Fortitude negates; Spell Resistance yes
  With a sweeping gesture, you call forth mighty winds to 
  clear a path ahead of you. The winds are the equivalent of a 
  windstorm (Core Rulebook 439). During the first round of the 
  spell, the winds sweep the designated area clear of anything 
  of Small or smaller size, blowing it outward to the sides of 
  the spell’s effect (50% chance of landing on either side). You 
  may move within the effect without penalty, though all other 
  creatures are subject to the wind’s effects. On the second and 
  all later rounds of the spell, the edges of the effect are treated 
  as a wind wall. If the effect includes a body of water or other 
  liquid, the winds create a channel up to 40 feet deep into the 
  surface of the liquid. On your turn as a move action, you can 
  move the effect of this spell, either rotating it at one of its 
  ends up to 45 degrees, or moving it up to 50 feet in line with 
  its current orientation (toward you or away from you). 
  WIND BLADES
  School transmutation [air]; Level druid 5, magus 5, sorcerer/
  wizard 5, witch 5
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You harden the air around the target into jagged invisible 
  blades that deal damage based on how fast the target moves. 
  On its turn, the target takes 1d6 points of slashing damage 
  if it moves at least 5 feet, plus 1d6 points of slashing damage 
  for each additional 10 feet of movement. Movement that 
  doesn’t pass through air (such as burrowing, swimming, or 
  teleportation) doesn’t cause this damage. 
  In areas of strong wind (Core Rulebook 439), the target 
  takes damage on its turn, even if it doesn’t move. The 
  wind deals 1d8 points of slashing damage for strong wind, 
  plus 1d8 for every wind category above strong. This extra 
  damage does not occur from instantaneous wind effects 
  (such as gust of wind), only from wind effects that last at 
  least 1 round.
  WINDY ESCAPE
  School transmutation [air]; Level bard 1, druid 1, magus 1, 
  sorcerer/wizard 1
  Casting Time 1 immediate action 
  Components V, S
  Range personal
  Target you
  Duration instantaneous
  You respond to an attack by briefly becoming vaporous 
  and insubstantial, allowing the attack to pass harmlessly 
  through you. You gain DR 10/magic against this attack and 
  are immune to any poison, sneak attacks, or critical hit effect 
  from that attack.
  You cannot use windy escape against an attack of 
  opportunity you provoked by casting a spell, using a spell-
  like ability, or using any other magical ability that provokes 
  an attack of opportunity when used.
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  Featured Races
  Featured Races 2
  
  Tengus
  The crowlike tengus are known as a race of scavengers and 
  irrepressible thieves. Covetous creatures predominantly 
  motivated by greed, they are vain and easily won over with 
  flattery. Deceptive, duplicitous, and cunning, tengus seek 
  circumstances in which they can take advantage of the 
  situation, often at the expense of others, including their 
  own kind. They can be highly competitive, but impulsive 
  and rash. Some claim their behavior is innate, while 
  others believe their selfish mannerisms are cultural and 
  developed as a learned adaptation that has enabled their 
  people to endure through centuries of oppression.
  Tengus are natural survivalists. For many, only theft 
  and guile have afforded them the temporary luxuries 
  other races take for granted. In the past, both humans 
  and powerful races such as giants sought the bird-folk 
  as slaves and servitors. Many tengus scavenged for 
  survival, scraping for food in the shadows of cities or 
  living as subsistence hunters and gatherers in the wild. 
  Their descendants now struggle to find their place in 
  contemporary society, often competing against negative 
  stereotypes or driven to embrace them, and they rely 
  on thievery and swordplay to get by in a harsh and 
  unforgiving world. 
  Physical Description: Tengus are avian humanoids 
  whose features strongly resemble crows. They have broad 
  beaks and both their arms and their legs end in powerful 
  talons. Though tengus are unable to fly, iridescent 
  feathers cover their bodies—this plumage is usually 
  black, though occasionally brown or blue-back. Their 
  skin, talons, beaks, and eyes are similarly colored, and 
  most non-tengus have great difficulty telling individuals 
  apart. Tengus who wish to be more easily identified by 
  other humanoids may bleach certain feathers or decorate 
  their beaks with dyes, paint, or tiny glued ornaments. 
  Though they are about the same height as humans, they 
  have slight builds and tend to hunch over. A tengu’s eyes 
  sit slightly back and to the sides of his head, giving him 
  binocular vision with a slightly more panoramic field of 
  view than other humanoids. Like many avians, tengus 
  have hollow bones and reproduce by laying eggs.
  Society: Tengus live in close-knit communities in 
  which they keep to themselves. In urban centers, they 
  tend to group in communal slums, while those living 
  in rural areas establish isolated settlements. Overall, 
  they remain secretive about their culture, which is a 
  combination of old traditions laced with newer bits 
  of culture scavenged from the races common in the 
  neighboring regions. Cultural scavenging also extends 
  to language, and regional dialects of Tengu are peppered 
  with terms and colloquialisms from other languages. 
  Unsurprisingly, tengus have a knack for language and 
  pick up new ones quickly.
  Most tengu communities tend to follow a tribal structure. 
  Tribal rules remain loose and subjective, and tribe 
  members settle any conflicts through public arbitration 
  (and occasionally personal combat). While every tengu has 
  a voice in her society, in most settlements, tengus still defer 
  to their revered elders for wisdom and advice.
  Relations: Few races easily tolerate tengus. Of the 
  most common races, only humans allow them to 
  settle within their cities with any regularity. When 
  this occurs, tengus inevitably form their own ghettos 
  and ramshackle communities, typically in the most 
  wretched neighborhoods. Regardless of their tolerance, 
  most humans maintain as little contact with tengus 
  as possible. Tengus occasionally make friends with 
  halflings and gnomes, but only when they share mutual 
  interests. Conversely, most dwarves have no patience 
  for tengus whatsoever. Other races tend to view tengus 
  in a similar fashion to humans, though many actively 
  discourage them from settling in their realms. 
  Alignment and Religion: Tengus tend to be neutral, 
  though those who allow their impulsiveness to get the 
  better of them lean toward chaotic neutral. Religious 
  beliefs vary from tribe to tribe; some worship the 
  traditional tengu gods (most of which are aspects of better-
  known deities), while others take to the worship of human 
  gods or celestial spirits. Tengus can be fickle with regard 
  to their patrons, quickly abandoning religious customs 
  when they cease to provide any tangible benefit. Many 
  embrace polytheism, picking and choosing to uphold the 
  tenets of whatever deities best suit them at the time. 
  Adventurers: With little at home to leave behind, many 
  tengus turn to a life of adventure seeking fame, fortune, 
  and glory. A common tengu belief portrays a life on the 
  road as a series of experiences and trials that form a 
  path to enlightenment. Some take this to mean a path of 
  spiritual empowerment; others view it as a way to perfect 
  their arts or swordsmanship. Perhaps in spite of the 
  prejudices upheld by outsiders, many tengu adventurers 
  embrace their stereotypes. These individuals seek to 
  succeed by epitomizing tengu racial qualities, and 
  proudly flaunt their heritage. Despite their avian frailty, 
  with their quick reflexes and quicker wits, tengus make 
  excellent rogues and rangers, while those with a strong 
  connection to the spirit world often become oracles. 
  Those disciplined in the practice of martial arts take jobs 
  as mercenaries and bodyguards in order to profit from 
  their talents.
  Male Names: Bukka, Chak-Chak, Chuko, Ebonfeather, 
  Highroost, Kraugh, Pezzack, Taicho, Tchoyoitu, Xaikon.
  Female Names: Aerieminder, Aikio, Cheetchu, Daba, 
  Gildedhackle, Kankai, Mikacha, Ruk, Zhanyae.
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  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing tengu racial traits. Consult your GM before 
  selecting any of these new options.
  Carrion Sense: Many tengus have a natural ability to 
  sniff out carrion. While their sense of smell isn’t as keen 
  as that of other species, it is particularly attuned to the 
  scent of injuries or death. Tengus with this racial trait 
  have a limited scent ability, which only functions for 
  corpses and badly wounded creatures (50% or fewer hit 
  points). This racial trait replaces gifted linguist.
  Claw Attack: Tengus with this racial trait have learned 
  to use their claws as natural weapons. They gain two claw 
  attacks as primary natural attacks that deal 1d3 points of 
  damage, and are treated as having the Improved Unarmed 
  Strike feat for the purpose of qualifying for other feats. 
  This racial trait replaces swordtrained.
  Exotic Weapon Training: Instead of swords, some 
  tengus are trained in exotic weaponry. Such tengus choose 
  a number of eastern weapons (Ultimate Combat 131) equal 
  to 3 + their Intelligence bonus, and gain proficiency with 
  these weapons. This racial trait replaces swordtrained.
  Glide: Some tengus can use their feathered arms and 
  legs to glide. Tengus with this racial trait can make a DC 
  15 Fly check to fall safely from any height without taking 
  falling damage, as if using feather fall. When falling 
  safely, a tengu may make an additional DC 15 Fly check 
  to glide, moving 5 feet laterally for every 20 feet he falls. 
  This racial trait replaces gifted linguist.
  FAVORED CLASS OPTIONS
  The following options are available to all tengus who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward.
  Barbarian: Add +1/3 to the bonus from the superstitious 
  rage power.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  grapple or trip attempt.
  Monk: Add +1/4 point to the monk’s ki pool.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of the oracle’s curse ability.
  Rogue: Choose a weapon from those listed under the 
  tengu’s swordtrained ability. 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.
  Tengu Racial Traits
  +2 Dexterity, +2 Wisdom, –2 Constitution: Tengus are fast 
  and observant, but relatively fragile and delicate.
  Tengu: Tengus are humanoids with the tengu subtype.
  Medium: Tengus are Medium creatures and receive no 
  bonuses or penalties due to their size.
  Normal Speed: Tengus have a base speed of 30 feet.
  Senses: Tengus have low-light vision.
  Sneaky: Tengus gain a +2 racial bonus on Perception and Stealth 
  checks.
  Gifted Linguist: Tengus gain a +4 racial bonus on Linguistics 
  checks, and learn 2 languages each time they gain a rank in 
  Linguistics rather than 1 language.
  Swordtrained: Tengus are trained from birth in swordplay, 
  and as a result are automatically proficient with 
  swordlike weapons (including bastard swords, daggers, 
  elven curve blades, falchions, greatswords, kukris, 
  longswords, punching daggers, rapiers, scimitars, short 
  swords, and two-bladed swords).
  Natural Weapon: A tengu has a bite attack that deals 1d3 points of 
  damage.
  Languages: Tengus begin play speaking Common and Tengu. 
  Tengus with high Intelligence scores can choose any languages 
  they want (except for secret languages, such as Druidic).
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  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level 
  below the highest spell level she can cast. If the witch 
  ever replaces her familiar, the new familiar knows these 
  bonus spells.
  RACIAL ARCHETYPES 
  The following racial archetypes are available to tengus.
  Shigenjo (Oracle)
  The shigenjo walks the path of enlightenment and 
  transcendence by seeking oneness with the celestial 
  spirits. In doing so, she unlocks the martial potential 
  of her own spiritual power. A shigenjo has the following 
  class features.
  Class Skills: A shigenjo adds Knowledge (nature), 
  Knowledge (religion), Knowledge (planes), and Survival to 
  her list of class skills. These replace the additional class 
  skills from her mystery. 
  Alignment: Any neutral.
  Recommended 
  Mysteries: 
  ancestor, 
  battle, 
  fire, 
  heavens, lore, metal, nature, stone, time, waves, wood.
  Bonus Spells: true strike (2nd), alter self (4th), divine 
  power (8th), magic jar (12th), ki shout (14th, Ultimate Magic), 
  moment of prescience (16th). These bonus spells replace the 
  shigenjo’s mystery bonus spells at these levels.
  Ki Pool (Su): At 7th level, a shigenjo gains a pool of ki 
  points, supernatural energy she can use to accomplish 
  amazing feats. The number of points in the shigenjo’s 
  ki pool is equal to 1/3 her oracle level + her Charisma 
  modifier. The ki pool is replenished each morning after 
  8 hours of rest or meditation; these hours do not need to 
  be consecutive. If the shigenjo possesses levels in another 
  class that grants points to a ki pool, ki points gained from 
  the shigenjo class stack with those gained from the other 
  class to determine the total number of ki points in the 
  combined pool, but only one ability score modifier is 
  added to the total. The choice of which score to use is 
  made when the second class ability is gained, and once 
  made, the choice is permanent. The shigenjo can use ki 
  points from this pool to power the abilities of every class 
  she possesses that grants a ki pool.
  As long as she has at least 1 point in her ki pool, a 
  shigenjo can make a ki strike as a monk whose level is 
  equal to her oracle level – 3. As a swift action, she may 
  spend 1 point of ki to gain one of the following benefits.
  Ki Magic: Add +1 to the DC of the next spell she casts 
  on her turn.
  Ki Curse: Treat her oracle level as 5 higher for the 
  purpose of determining the effects of her curse for the 
  next round.
  Ki Insight: Gain a +4 insight bonus on Spellcraft checks 
  for 1 round.
  This ability replaces the shigenjo’s 7th-level revelation.
  Quivering Palm (Su): At 15th level, a shigenjo may learn 
  quivering palm as the monk ability of the same name in 
  place of a revelation. She treats her oracle level as her 
  monk level for this ability, and the DC is based on her 
  Charisma bonus instead of her Wisdom bonus.
  Final Revelation: Upon reaching 20th level, you 
  achieve true enlightenment and becomes one with the 
  celestial spirits. You gain the ability to speak with any 
  creature that uses a language. For a number of days equal 
  to your Wisdom score, you can ignore the negative effects 
  of extreme weather, starvation, thirst, and exhaustion. If 
  you die, your powerful connection to the celestial realm 
  allows you to be reborn 3 days later (as reincarnate). This 
  replaces the final revelation of the shigenjo’s mystery.
  Swordmaster (Rogue)
  A swordmaster meditates to strengthen her spiritual 
  connection to her blade. She strives to perfect her skills 
  by mastering six deadly trances. A swordmaster has the 
  following class features.
  Class Skills: The swordmaster adds Knowledge 
  (nature) and Survival to her list of class skills and removes 
  Disguise and Knowledge (dungeoneering) from her list of 
  class skills.
   Trance (Ex): At 3rd level, a swordmaster learns to focus 
  her martial prowess using an intense meditative trance. 
  Under the influence of a trance, the swordmaster can 
  perform fantastic martial feats. Entering a trance is a full-
  round action that provokes attacks of opportunity. The 
  swordmaster can maintain the trance for a number of 
  rounds per day equal to 4 + her Wisdom modifier. At each 
  level beyond 3rd, she can remain in the trance for 1 additional 
  round. She can end her trance as a free action. Following a 
  trance, the swordmaster is fatigued for a number of rounds 
  equal to 2 × the number of rounds she spent in the trance. A 
  swordmaster cannot enter a new trance while fatigued but 
  can otherwise enter a trance multiple times during a single 
  encounter or combat. If a swordmaster falls unconscious, 
  her trance immediately ends.
  At 3rd level, the swordmaster chooses one trance from the 
  list below. She chooses another trance at 6th, 9th, 12th, 15th, 
  and 18th level. She can only use one type of trance at a time.
  Crane Trance (Ex): The swordmaster’s blade rises and 
  falls with the graceful sweeping arcs of the mountain 
  crane. When in this trance, a swordmaster gains the 
  benefits of the Crane Style feat (Ultimate Combat 93).
  Dragon Trance (Ex): Like the dragon, the swordmaster 
  has honed the steadiness of her mind and body. When 
  in this trance, a swordmaster gains the benefits of the 
  Dragon Style feat (Ultimate Combat 98).
  Leopard Trance (Ex): Using the swiftness of the leopard, a 
  swordmaster’s evasive footwork confuses her opponents. 
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  When in this trance, a swordmaster gains the benefits of 
  the Mobility feat.
  Monkey Trance (Ex): As the monkey springs, the 
  swordmaster leaps from the reach of her enemies. While 
  in this trance, a swordmaster can make an Acrobatics 
  check opposed by an opponent’s CMD. If she succeeds, 
  she may move 5 feet as a swift action within the opponent’s 
  threatened area; this movement does not provoke attacks 
  of opportunity and does not count as a 5-foot step.
  Serpent Trance (Ex): Like the serpent, the swordmaster’s 
  quick movements allow her to catch her opponent 
  unawares. While in this trance, a swordmaster receives 
  a +4 bonus on Bluff checks made to feint during combat.
  Tiger Trance (Ex): The swordmaster pounces upon her 
  opponents, striking with the ferocity and brute force 
  of a wild tiger. While in this trance, a swordmaster can 
  make a combat maneuver check against an opponent 
  within charge range. If she succeeds, she may charge that 
  opponent and make a full attack against that opponent.
  This ability replaces all increments of trap sense.
  Rogue Talents: The following rogue talents complement 
  the swordmaster archetype: combat trick, stand up, surprise 
  attack, weapon training (Core Rulebook); befuddling strike, 
  positioning strike (Advanced Player’s Guide). 
  Advanced Talents: The following advanced rogue 
  talents complement the swordmaster archetype: crippling 
  strike, defensive roll (Core Rulebook); hunter’s surprise, 
  redirect attack (Advanced Player’s Guide); confounding 
  blade (Ultimate Combat). 
  NEW RACIAL RULES 
  The following options are available to tengus. At the GM’s 
  discretion, other appropriate races may make use of some 
  of these new rules.
  Tengu Equipment
  Tengus have access to the following equipment.
  Signal Kite Kit: Though wingless, tengus have long 
  cast their thoughts toward the sky and flight. Built from 
  paper glued to bamboo frames, their kites are painted with 
  various colors and pictures. In addition to flying kites as a 
  leisure activity, tengus also fly kites of various shades and 
  patterns to send signal messages. Tengus have developed an 
  extensive code of signals and can use their kites to display 
  complex messages visible at great distances. A signal kite kit 
  includes six small colored kites that can be hooked together 
  in different patterns to facilitate complex messages. The 
  kit also includes a spool and 300 feet of twine. Sending or 
  interpreting a signal kite’s message functions as described 
  in the Bluff skill, but the sender and anyone trying to 
  understand the message must also know Tengu.
  Terror Kite: This small kite is usually painted with a 
  fierce face and bright colors and is edged with serrated 
  wooden blades. Its twine is strengthened by soaking 
  it in glue and sometimes with crushed glass to give it a 
  slight cutting edge. The kite has hardness 5 and 3 hit 
  points. Participants in a kite battle make alternating 
  sunder combat maneuvers against each other’s kites; each 
  successful maneuver allows a competitor to roll 1d6 points 
  of damage against the opponent’s kite. When a kite reaches 
  0 hit points, it is broken or its string is cut, and its player 
  loses the match. In some matches, points are awarded for 
  touching the kite’s top to the opponent’s string, with the 
  winner being the first to reach a set point total. Those 
  interested in kite-fighting may select the terror kite as 
  a weapon for the purpose of feats such as Weapon Focus 
  and Weapon Specialization, and apply these bonuses on 
  kite damage rolls and on their sunder combat maneuver 
  attempts made while using terror kites.
  Wing Oil: Tengus mix special salves to protect their 
  feathers from the elements. This one-ounce vial of wing oil 
  gives a feathered creature a +1 bonus on all saving throws 
  to resist the effects of cold weather. Its effects last 24 hours.
  Tengu Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Signal kite kit 
  5 gp 
  — 
  —
  Terror kite  
  20 gp 
  — 
  —
  Wing oil 
  1 gp 
  — 
  20
  Tengu Feats
  Tengu have access to the following feats.
  Blood Beak (Combat)
  Your bleed attack is bloody and dangerous. 
  Prerequisites: Base attack bonus +5, natural weapon 
  racial trait, tengu. 
  Benefit: Increase the damage of your beak attack to 
  1d6. Furthermore, when you confirm a critical hit with 
  your beak attack, you also deal 1 point of bleed damage. 
  Special: The bleed effect from this feat stacks with that 
  of the Bleeding Critical feat and similar effects, adding 1 
  point to your bleed damage.
  Carrion Feeder
  Like many scavengers, you can stomach foods that would 
  make weaker creatures ill. 
  Prerequisite: Tengu.
  Benefit: You gain a +2 racial bonus on saving throws 
  against diseases and ingested poisons (but not other 
  poisons). You receive a +2 bonus on Survival skill checks to 
  find food for yourself (and only yourself).
  Long-Nose Form 
  You can shift into the form of a human with an unusually 
  long nose. 
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  Featured Races
  Featured Races 2
  
  Prerequisites: Character level 3rd, tengu.
  Benefit: Once per day, you can assume the form of a 
  human whose nose is the length of your beak. This spell-
  like ability functions as alter self with a caster level equal to 
  your level. While in this form you gain the scent ability and 
  a +2 bonus to your Strength score. Because your long nose 
  in this form clearly indicates you are not fully human, you 
  do not gain the normal bonus to Disguise checks for using 
  a polymorph effect (however, you could possibly explain 
  the nose as an unfortunate curse or deformity, or hide it 
  with an item such as a plague doctor’s mask).
  Scavenger’s Eye
  Your gaze is naturally drawn to valuable glittering objects.
  Prerequisite: Tengu.
  Benefit: You gain a +2 bonus on Appraise checks. You 
  may determine the most valuable item in a hoard as a 
  standard action and gain an additional +2 bonus on the 
  Appraise check to do so. In addition, if you fail an Appraise 
  check by 5 or more, you treat the check as if you had failed 
  by less than 5.
  Normal: Determining the most valuable object in a 
  treasure hoard takes 1 full-round action.
  Tengu Raven Form 
  You can shift into the form of a giant black raven.
  Prerequisites: Tengu Wings, character level 7th, tengu.
  Benefit: Once per day, you can take the form of a Large 
  black bird resembling a raven, granting you a fly speed 
  of 60 feet (good maneuverability), a +4 size bonus to your 
  Strength, a –2 penalty to your Dexterity, and a +4 natural 
  armor bonus. This spell-like ability otherwise functions 
  as beast shape II with a caster level equal to your level.
  Tengu Wings 
  You can grow wings that allow you to fly.
  Prerequisites: Character level 5th, tengu.
  Benefit: Once per day, you can sprout a pair of giant 
  black crow’s wings, granting you a fly speed of 30 
  feet (average maneuverability). This spell-like ability 
  otherwise functions as beast shape I (though you do not 
  gain any other benefits of that spell) with a caster level 
  equal to your level.
  Tengu Magic Items
  Tengus have access to the following magic items.
  BLACK FEATHER FAN
  Aura faint evocation; CL 5th
  Slot none; Price 10,000 gp; Weight 1 lb.
  DESCRIPTION
  This elaborate fan is made with a dozen black feathers set 
  into a metal handle embossed with a stylized crest. The 
  bearer can use it to create a gust of wind, whispering wind, 
  or wind wall. The fan’s effects can be used 3 times per day, 
  in any combination.
  CONSTRUCTION
  Requirements Craft Wondrous Item, gust of wind, 
  whispering wind, wind wall; Cost 5,000 gp
  BLACK JADE RAVEN (FIGURINE OF WONDROUS POWER)
  Aura moderate conjuration and transmutation; CL 11th
  Slot none; Price 9,100 gp; Weight 1 lb.
  DESCRIPTION
  This fist-sized piece of black jade is exquisitely tooled into the 
  shape of a raven with outstretched wings. Upon command, it 
  transforms into a black raven (use the stats for an eagle) or a 
  giant black raven (use the stats for a giant eagle). Both forms 
  of the raven have Improved Steal (Advanced Player’s Guide) as 
  a bonus feat. The raven understands Common but cannot 
  speak. It can answer questions related to its abilities or what it 
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  has seen by cawing once for “yes” and twice for “no.”
  The raven can maintain its non-figurine status for only 
  24 hours per week. This duration need not be continuous, 
  but it must be used in 1-hour increments. After three 
  transformations into its giant raven form (though not its 
  smaller version), the statuette loses all magical properties.
  CONSTRUCTION
  Requirements Craft Wondrous Item, animate objects; Cost 
  4,550 gp
  RED FEATHER FAN
  Aura moderate evocation; CL 6th
  Slot none; Price 5,000 gp;  Weight 1 lb.
  DESCRIPTION
  This fan is made of copper fashioned into a dozen small 
  feathers mounted on a ring-shaped bone handle. Once 
  per day, the bearer can hold it and speak a command word 
  to counterspell a darkness effect (as if using daylight) or 
  counterspell a light effect (as if using deeper darkness). If 
  activated in an area of overlapping light and darkness effects, 
  the fan randomly counterspells one of them, leaving the 
  other intact.
  CONSTRUCTION
  Requirements Craft Wondrous Item, daylight, deeper darkness; 
  Cost 2,500 gp
  TENGU DRINKING JUG
  Aura faint transmutation; CL 3rd
  Slot none; Price 1,000 gp; Weight 2 lbs.
  DESCRIPTION
  This looks like a one-gallon stoneware jug with white glaze, 
  black birds painted around the middle, and a cork stopper 
  tied about the neck with a hemp cord. Any liquid placed 
  within the jug becomes safe to drink, as though affected by 
  purify food and drink (though the jug only affects liquids). 
  Three times per day, the bearer can command the jug 
  to alter the temperature of its contents so that it ranges 
  anywhere from ice cold to boiling hot. Once per day, the 
  bearer can command water placed into the jug to transform 
  into plum liquor, sake, or tea. A tengu jug holds up to 1 
  gallon of any liquid.
  CONSTRUCTION
  Requirements Craft Wondrous Item, prestidigitation, purify 
  food and drink; Cost 500 gp
  Tengu Spells
  Tengus have access to the following spells.
  COMMUNE WITH BIRDS
  School divination; Level bard 2, druid 1, ranger 1, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 minutes; see text
  You utter a question in the form of a low-pitched bird call 
  that can be heard up to a mile away, and can understand 
  the responses given by birds in the area. Over the next 10 
  minutes, the birds reply as if you had asked them the question 
  using speak with animals, giving you a general consensus 
  answer to the question based on their knowledge. For 
  example, you could ask if there is drinkable water in the area, 
  the location of predators or other creatures, directions to a 
  mountaintop or other natural feature, and so on, and the local 
  bird communities would answer to the best of their ability.
  If there are no birds in range, the spell has no effect and 
  you do not get a response. Any creature using speak with 
  animals (or a similar ability) who hears this bird call can 
  understand your question, though it may not be able to reply 
  in a way you can hear.
  THEFT WARD
  School abjuration; Level cleric 1, inquisitor 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target one object
  Duration 1 day
  You ward a single object in your possession against theft. You 
  gain a +10 bonus on Perception checks to notice someone 
  trying to take the object from you.
  WINTER FEATHERS
  School abjuration; Level cleric 1, druid 1, inquisitor 1, ranger 1, 
  sorcerer/wizard 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target feathered creature touched
  Duration 24 hours
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target’s feathers thicken and fluff up to ward against 
  winter’s chill. The target suffers no harm from being in a cold 
  environment, and can exist comfortably in conditions as low 
  as –50 degrees Fahrenheit without having to make Fortitude 
  saves. The creature’s equipment is likewise protected. This 
  spell doesn’t provide any protection from cold damage, nor 
  does it protect against other environmental hazards associated 
  with cold weather (such as slipping on ice, blindness from 
  snow, and so on).
  When you cast this spell, you may have the target’s feathers 
  turn white for the duration, granting it a +4 circumstance 
  bonus on Stealth checks to hide in ice and snow.
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  Featured Races
  Featured Races 2
  
  Tieflings
  Simultaneously more and less than mortal, tieflings are 
  the offspring of humans and fiends. With otherworldly 
  blood and traits to match, tieflings are often shunned 
  and despised out of reactionary fear. Most tieflings never 
  know their fiendish sire, as the coupling that produced 
  their curse occurred generations earlier. The taint is 
  long-lasting and persistent, often manifesting at birth 
  or sometimes later in life, as a powerful, though often 
  unwanted, boon. Despite their fiendish appearance and 
  netherworld origins, tieflings have a human’s capacity of 
  choosing their fate, and while many embrace their dark 
  heritage and side with fiendish powers, others reject their 
  darker predilections. Though the power of their blood 
  calls nearly every tiefling to fury, destruction, and wrath, 
  even the spawn of a succubus can become a saint and the 
  grandchild of a pit fiend an unsuspecting hero.
  Physical Description: No two tieflings look alike; the 
  fiendish blood running through their veins manifests 
  inconsistently, granting them an array of fiendish traits. One 
  tiefling might appear as a human with small horns, a barbed 
  tail, and oddly colored eyes, while another might manifest 
  a mouth of fangs, tiny wings, and claws, and yet another 
  might possess the perpetual smell of blood, foul incenses, 
  and brimstone. Typically, these qualities hearken back in 
  some way to the manner of fiend that spawned the tiefling’s 
  bloodline, but even then the admixture of human and 
  fiendish blood is rarely ruled by sane, mortal laws, and the 
  vast flexibility it produces in tieflings is a thing of wonder, 
  running the gamut from oddly beautiful to utterly terrible.
  Society: Tieflings on the Material Plane rarely create 
  their own settlements and holdings. Instead, they live on 
  the fringes of the land where they were born or choose to 
  settle. Most societies view tieflings as aberrations or curses, 
  but in cultures where there are frequent interactions with 
  summoned fiends, and especially where the worship of 
  demons, devils, or other evil outsiders is legal or obligatory, 
  tieflings might be much more populous and accepted, even 
  cherished as blessings of their fiendish overlords. 
  Tieflings seldom see another of their own kind, 
  and thus they usually simply adopt the culture and 
  mannerisms of their human parents. On other planes, 
  tieflings form enclaves of their own kind. But often 
  such enclaves are less than harmonious—the diversity of 
  tiefling forms and philosophies is an inherent source of 
  conflict between members of the race, and cliques and 
  factions constantly form in an ever-shifting hierarchy 
  where only the most opportunistic or devious gain 
  advantage. Only those of common bloodlines or those who 
  manage to divorce their worldview from the inherently 
  selfish, devious, and evil nature of their birth manage to 
  find true acceptance, camaraderie, and common ground 
  among others of their kind.
  Relations: Tieflings face a significant amount of prejudice 
  from most other races, who view them as fiend-spawn, 
  seeds of evil, monsters, and lingering curses placed upon 
  the world. Far too often, civilized races shun or marginalize 
  them, while more monstrous ones simply fear and reject 
  them unless forced or cowed into acceptance. But half-elves, 
  half-orcs, fetchlings and—most oddly—aasimars tend to 
  view them as kindred spirits who are too often rejected or 
  who don’t fit into most societies by virtue of their birth. The 
  widespread assumption that tieflings are innately evil—
  ill-founded though it may be—prevents many from easily 
  fitting into most cultures on the Material Plane except in 
  exceedingly cosmopolitan or planar-influenced nations.
  Alignment and Religion: Despite their fiendish heritage 
  and the insidious influence of prejudice, tieflings can be of 
  any alignment. Many of them fall prey to the dark desires 
  that haunt their psyches, and give in to the seduction of 
  the whispering evil within, yet others steadfastly reject 
  their origins and actively fight against evil lures and the 
  negative assumptions they face from others by performing 
  acts of good. Most, however, strive to simply find their own 
  way in the world, though they tend to adopt a very amoral, 
  neutral view when they do. Though many creatures just 
  assume that tieflings worship devils and demons, their 
  religious views are as varied as their physical forms. 
  Individual tieflings worship all manner of deities, but 
  they are just as likely to shun religion all together. Those 
  who give in to the dark whispers that haunt the psyche of 
  all tieflings serve all manner of powerful fiends. 
  Adventurers: Tieflings rarely integrate into the mortal 
  societies they call home. Drawn to the adventuring life 
  as a method of escape, they hope to make a better life for 
  themselves, to prove their freedom from their blood’s 
  taint, or to punish a world that fears and rejects them. 
  Tieflings make skilled rogues, powerful wizards and 
  magi, and especially puissant sorcerers as their potent 
  blood empowers them. Those who succumb to the evil 
  within often become powerful clerics of fiendish powers.
  Male Names: Baru, Dellisar, Maldrek, Molos, Sarvin, 
  Shoremoth, Temerith, Voren, Zoren.
  Female Names: Allizsah, Indranna, Kasidra, Kilarra, 
  Mellisan, Mordren, Nisha.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing tiefling racial traits. Consult your GM before 
  selecting any of these new options.
  Beguiling Liar: Many tieflings find that the best way to 
  get along in the world is to tell others what they want to 
  hear. These tieflings’ practice of telling habitual falsehoods 
  grants them a +4 racial bonus on Bluff checks to convince an 
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  opponent that what they are saying is true when they tell a 
  lie. This racial trait replaces skilled.
  Fiendish Sprinter: Some tieflings have feet that are more 
  bestial than human. Whether their feet resemble those 
  of a clawed predator or are the cloven hooves common to 
  many of their kind, tieflings with this trait gain a 10-foot 
  racial bonus to their speed when using the charge, run, or 
  withdraw actions. This racial trait replaces skilled. 
  Maw or Claw: Some tieflings take on the more bestial 
  aspects of their fiendish ancestors. These tieflings exhibit 
  either powerful, toothy maws or dangerous claws. The 
  tiefling can choose a bite attack that deals 1d6 points of 
  damage or two claws that each deal 1d4 points of damage. 
  These attacks are primary natural attacks. This racial trait 
  replaces the spell-like ability racial trait.
  Prehensile Tail: Many tieflings have tails, but some 
  have long, flexible tails that can be used to carry items. 
  While they cannot wield weapons with their tails, they can 
  use them to retrieve small, stowed objects carried on their 
  persons as a swift action. This racial trait 
  replaces fiendish sorcery.
  Scaled Skin: The skin of these tieflings 
  provides some energy resistance, but is 
  also as hard as armor. Choose one of the 
  following energy types: cold, electricity, or 
  fire. A tiefling with this trait gains resistance 
  5 in the chosen energy type and also gains a 
  +1 natural armor bonus to AC. This racial trait 
  replaces fiendish resistance. 
  Soul Seer: Rare tieflings have a peculiar sight 
  that allows them to see the state of a creature’s soul. 
  They can use deathwatch at will as spell-like ability. This 
  racial trait replaces the spell-like ability and fiendish 
  sorcery racial traits.
  Vestigial Wings: Some tieflings possess a pair of 
  undersized, withered, or stunted wings like a mockery of 
  those of their fiendish forbearer. Sometimes these wings 
  are leathery, like those of a bat. Other times they are 
  covered with a scattering of black, red, or violet feathers. 
  Rare manifestations can take even more bizarre forms. 
  These wings do not provide the lift required for actual 
  flight, but do have enough power to aid flight attained 
  by some other method, and grant a +4 racial bonus on Fly 
  skill checks. This racial trait replaces skilled. 
  FAVORED CLASS OPTIONS
  The following options are available to all tieflings who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward.
  Tiefling Racial Traits
  +2 Dexterity, +2 Intelligence, –2 Charisma: Tieflings are quick 
  in body and mind, but are inherently strange and unnerving.
  Native Outsider: Tieflings are outsiders with the native subtype.
  Medium: Tieflings are Medium creatures and receive no bonuses or 
  penalties due to their size.
  Normal Speed: Tieflings have a base speed of 30 feet.
  Darkvision: Tieflings see in the dark for up to 60 feet.
  Skilled: Tieflings gain a +2 racial bonus on Bluff and Stealth checks.
  Spell-Like Ability: Tieflings can use darkness once per day as a spell-like 
  ability. The caster level for this ability equals the tiefling’s class level.
  Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, 
  and fire resistance 5.
  Fiendish Sorcery: Tiefling sorcerers with the Abyssal or Infernal bloodlines 
  treat their Charisma score as 2 points higher for all sorcerer class abilities.
  Languages: Tieflings begin play speaking Common and either Abyssal or 
  Infernal. Tieflings with high intelligence scores can choose from the 
  following: Abyssal, Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, 
  Infernal, and Orc.
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  Featured Races
  Featured Races 2
  
  Alchemist: Add +1/2 to the alchemist’s bomb damage.
  Cleric: Add a +1 bonus on caster level checks made to 
  overcome the spell resistance of outsiders.
  Druid: Add a +1 bonus on wild empathy checks made to 
  improve the attitude of fiendish animals.
  Inquisitor: Add a +1/2 bonus on Intimidate checks and 
  Knowledge checks to identify creatures. 
  Magus: Add +1/4 point to the magus’s arcane pool.
  Paladin: Add +1 to the amount of damage the paladin 
  heals with lay on hands, but only when the paladin uses 
  that ability on herself.
  Rogue: Add +1/2 to sneak attack damage dealt to 
  creatures with the outsider type.
  Sorcerer: Add +1/2 to the number of times per day a 
  sorcerer can use the corrupting touch infernal bloodline 
  power, or +1 to the total number of rounds per day the sorcerer 
  can use the claws abyssal bloodline power. The sorcerer must 
  possess the applicable power to select these bonuses.
  Summoner: Add +1 hit point or +1 skill rank to the 
  summoner’s eidolon.
  Witch: The witch’s familiar gains resistance 1 against 
  cold, electricity, or fire. Each time the witch selects this 
  reward, increase the familiar’s resistance to one of these 
  energy types by 1 (maximum 5 for any one type). If the 
  witch ever replaces her familiar, the new familiar has 
  these resistances.
  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 +1/2 
  to the number of uses per day of that arcane school power. 
  RACIAL ARCHETYPES
  The following racial archetypes are available to tieflings.
  Fiend Flayer (Magus)
  Some tiefling magi can tap the dark energy of their 
  fiendish blood to enhance their arcane and combat talents. 
  By physically carving away their tainted flesh, they can 
  use its dark energies to enhance their powers, call forth 
  weapons from thin air, and bypass enemies’ strongest 
  defenses. A fiend flayer has the following class features. 
  Infernal Mortification (Su): At 1st level, a fiend flayer can 
  sacrifice some of his own infernal blood to add to his arcane 
  pool. Sacrificing blood in this way is a standard action. For 
  every 2 points of Constitution damage the fiend flayer takes 
  in this way, his arcane pool increases by 1 point. Any arcane 
  pool points gained in this way and not spent disappear the 
  next time the magus prepares his spells. Unlike normal 
  ability score damage, this damage cannot be healed by way 
  of lesser restoration. Only time can heal the Constitution 
  damage taken by way of infernal mortification. This ability 
  cannot be used if the fiend flayer’s Constitution damage is 
  equal to or greater than 1/2 his Constitution score. 
  Magus Arcana: A fiend flayer gains access to the 
  following magus arcana. He cannot select any arcana more 
  than once. 
  Fiendblade (Su): As a swift action, as long as the fiend 
  flayer used infernal mortification that day to increase 
  his arcane pool, he can conjure forth a weapon using this 
  arcana. Doing so costs 2 points from his arcane pool. The 
  weapon can take the form of any single one-handed melee 
  weapon the fiend flayer is proficient with. This weapon 
  starts as a weapon with a +1 enhancement bonus, but for 
  every four levels beyond 3rd the fiend flayer possesses, 
  the weapon gains another +1 enhancement bonus, to a 
  maximum of +5 at 19th level. This summoned weapon 
  lasts for 1 minute. 
  At 5th level, these bonuses can be used to add any of the 
  following weapon properties to the fiendblade: anarchic, 
  axiomatic, dancing, flaming, burst, frost, icy burst, keen, shock, 
  shocking burst, speed, or unholy.
  These bonuses and properties are decided when the 
  arcane pool points are spent and cannot be changed until 
  the next time the fiend flayer uses this arcana. Another 
  creature cannot wield the fiendblade; if it leaves the hand 
  of the fiend flayer, it dissipates in a wisp of red smoke that 
  smells of burning blood. 
  A fiend flayer can only have one fiendblade in existence 
  at a time. If he uses this ability again, the first fiendblade 
  disappears. 
  Bypassing Strike (Su): The fiend flayer can expend 1 point 
  from his arcane pool as a swift action to allow one melee 
  or spellstrike attack he makes before the end of his turn to 
  ignore an evil outsider target’s damage reduction.
  Fiendish Vessel (Cleric)
  Many clerics pray to or make evil bargains with fiendish 
  powers, devoting body and soul to the insane plans and 
  wicked aims of their despicable patrons. But these mortal 
  clerics are often just shallow beings searching for quick 
  power or the caress of true and final oblivion—few truly 
  grasp the full scope of the entities they worship. Fiendish 
  vessels, through their fiendish heritage, share an innate 
  connection with their patron, and that connection grants 
  them understanding and power. A fiendish vessel has the 
  following class features. 
  Alignment: Unlike normal clerics, a fiendish vessel’s 
  alignment must match her patron’s.
  Domains: A fiendish vessel must select the Daemon, 
  Demon, or Devil subdomain (Advanced Player’s Guide 88–
  90) as one of her domain choices, based on the fiendish 
  patron she chooses to serve. 
  Channel Evil (Su): At 1st level, a fiendish vessel, rather 
  than channeling positive or negative energy, instead 
  channels the pure evil power of her fiendish patron. 
  This ability is similar to channeling negative energy, 
  170
  170
  
  but instead of healing undead and dealing damage to 
  living creatures, this blast of evil energy automatically 
  heals evil creatures and debilitates good creatures 
  within its burst. 
  Channeling this evil causes a burst that affects all 
  creatures in a 30-foot radius centered on the fiendish 
  vessel. In the case of evil creatures, the amount of damage 
  healed is equal to 1d4 points of damage and increases by 
  1d4 at every two levels beyond 1st (to a maximum of 10d4 
  at 19th level). Good creatures in the burst receive a Will 
  saving throw to negate this damage. Good creatures that 
  fail their saving throws are sickened for 1d4 rounds. Good 
  creatures with a number of Hit Dice less than or equal to 
  the fiendish vessel’s class level – 5 that fail their saving 
  throws are nauseated for 1 round and then sickened for 
  1d4 rounds instead. The DC of this save is equal to 10 + 1/2 
  the fiendish vessel’s level + the fiendish vessel’s Charisma 
  bonus. Neutral creatures are unaffected by this burst of 
  evil energy. 
  A fiendish vessel may channel this energy a number of 
  times per day equal to 3 + her Charisma modifier. Doing 
  so is a standard action that does not provoke attacks of 
  opportunity. A fiendish vessel can choose whether or not 
  to include herself in this effect. A fiendish vessel must 
  present her unholy symbol or use her familiar as the 
  divine focus for this ability. 
  For the purposes of feats that affect channel energy, 
  this ability counts as channeling negative energy. If 
  the feat changes the way the fiendish vessel channels 
  or deals damage with her channeling, use the amount 
  of damage this ability heals evil creatures to determine 
  the damage-dealing potential of the affected ability. For 
  instance, if a 5th-level fiendish vessel takes the Channel 
  Smite feat, her channeling deals an additional 3d4 
  points of damage to living creatures on a successful hit 
  (though they may save to negate the damage).
  This ability replaces channel energy.
  Fiendish Familiar: At 3rd level, a fiendish vessel’s 
  patron rewards her with a fiendish servant. The 
  fiendish vessel gains an imp, quasit, or cacodaemon 
  familiar based on the patron she worships. If she 
  worships Asmodeus or an archdevil, she gets an imp; 
  if she worships a demon lord, she gets a quasit; and if 
  she worships one of the Four Horsemen, she gains a 
  cacodaemon. This ability is identical to the wizard’s 
  arcane bond with a familiar and the Improved Familiar 
  feat, using the fiendish vessel’s character level in place 
  of the wizard level. 
  This tiny fiend acts like a perverse, manifest moral 
  compass. Furthermore, this familiar can act as a living 
  divine focus and unholy symbol for her spellcasting if 
  the fiendish vessel so desires, which means that when she 
  Table 2–4: Fiendish Patrons
  Unlike most clerics, fiendish vessels must pick either the god Asmodeus or one of the following archdevils, demon lords, or 
  Horsemen as their patron. The following describes some of the more common patrons. A more complete list of archdevils and 
  demon lords can be found on pages 231 of the Pathfinder Campaign Setting: Inner Sea World Guide. 
  Archdevils
  Archdevil 
  AL 
  Areas of Concern 
  Domains 
  Favored Weapon
  Baalzebul 
  LE 
  Arrogance, flies, lies 
  Air, Death, Evil, Law 
  Spear
  Belial 
  LE 
  Adultery, deception, desire 
  Charm, Destruction, Evil, Law 
  Ranseur
  Dispater 
  LE 
  Cities, prisons, rulership 
  Evil, Law, Nobility, Trickery 
  Heavy mace
  Mephistopheles LE 
  Contracts, devils, secrets 
  Evil, Knowledge, Law, Rune 
  Trident
  Demon Lords
  Demon Lord 
  AL 
  Areas of Concern 
  Domains 
  Favored Weapon
  Abraxas 
  CE 
  Forbidden lore, magic, snakes 
  Chaos, Evil, Knowledge, Magic 
  Whip
  Baphomet 
  CE 
  Beasts, labyrinths, minotaurs 
  Animal, Chaos, Evil, Strength 
  Glaive
  Dagon 
  CE 
  Deformity, the sea, sea monsters 
  Chaos, Destruction, Evil, Water 
  Trident
  Shax 
  CE 
  Envy, lies, murder 
  Chaos, Destruction, Evil, Nobility 
  Dagger
  The Four Horsemen
  Horseman 
  AL 
  Areas of Concern 
  Domains 
  Favored Weapon
  Apollyon 
  NE 
  Pestilence 
  Air, Darkness, Destruction, Evil 
  Scythe
  Charon 
  NE 
  Death 
  Death, Evil, Knowledge, Water 
  Quarterstaff
  Szuriel 
  NE 
  War 
  Evil, Fire, Strength, War 
  Greatsword
  Trelmarixian 
  NE 
  Famine 
  Earth, Evil, Madness, Weather 
  Spiked gauntlet
  171171
  Featured Races
  Featured Races 2
  
  uses her channel evil ability, its burst can be centered on 
  the familiar instead, as long as that familiar is within 30 
  feet and line of sight. A fiendish vessel’s familiar tends to 
  be fawning and subservient to the fiendish vessel. Should 
  her familiar die, the fiendish vessel’s patron replaces the 
  familiar with an identical one within 1 week, without 
  the need for a special ritual. Furthermore, the fiendish 
  familiar gains the following special abilities beyond the 
  standard familiar special abilities.
  Fiendish Augury (Sp): At 3rd level, the fiendish vessel can 
  ask the familiar whether a particular course of action will 
  bring good or bad results for her in the immediate future. 
  This ability acts like the augury spell, with a caster level 
  equal to the fiendish vessel’s level, with the familiar acting 
  as the mouthpiece for the spell. This ability can be used 
  once per day. 
  Fiendish Divination (Sp): At 9th level, the fiendish 
  vessel can use a more powerful form of divination to 
  gain intelligence from her patron through her fiendish 
  familiar. This ability acts like the divination spell, with a 
  caster level equal to the fiendish vessel’s level; the familiar 
  acts as the mouthpiece for the spell. This ability can be 
  used once per day.
  Extra Divination (Sp): At 13th level, the fiendish vessel can 
  gain intelligence from her patron more often each day. She 
  can use fiendish divination up to 3 times per day.
  Fiendish Summoning: When casting summon monster 
  spells, a fiendish vessel is limited to summoning 
  fiendish creatures and evil outsiders of the same 
  alignment as her patron. 
  NEW RACIAL RULES
  The following options are available to tieflings. At the 
  GM’s discretion, other appropriate races may make use of 
  some of these new rules.
  Tiefling Equipment
  Tieflings have access to the following equipment.
  Fiendgore Unguent: When this unguent—prepared 
  with vile alchemical reagents and the gore of fiends—is 
  applied to a wounded tiefling or evil outsider (not currently 
  at maximum hit points), it momentarily transforms 
  the essence of the target into something even more 
  fearsome and demonic. While under the effects 
  of a fiendgore unguent, a tiefling or an evil 
  outsider gains a +2 circumstance bonus on 
  Intimidate checks and a +1 circumstance bonus 
  to the DC of all spells with the fear descriptor that they 
  cast. Applying the unguent is a delicate process, requiring 
  a full-round action, and can only be properly applied to 
  a willing or helpless creature. If applied to a creature 
  other than a tiefling or an evil outsider, it sickens the 
  creature instead. The unguent’s effects (either beneficial 
  or harmful) last for 1 minute.
  Tiefling Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Fiendgore unguent  
  75 gp 
  1 lb. 
  20
  Tiefling Feats
  Tieflings have access to the following feats.
  Armor of the Pit
  Your fiendish traits take the form of a protective scaly skin. 
  Prerequisite: Tiefling.
  Benefit: You gain a +2 natural armor bonus. 
  Special: If you have the scaled skin racial trait, you instead 
  gain resistance 5 to two of the following energy types that you 
  don’t have resistance to already: cold, electricity, and fire. 
  172172
  
  Expanded Fiendish Resistance
  You gain extra fiendish resistances. 
  Prerequisite: Tiefling.
  Benefit: Pick one of the following energy types that you 
  do not already have resistance to: acid, cold, electricity, or 
  fire. You gain resistance 5 to that energy type. 
  Special: You can take this feat multiple times. Each time 
  you do, pick another energy type you do not have resistance 
  to. You gain resistance 5 to that energy type. 
  Fiend Sight
  Your eyes develop keener sight in dim light and darkness.
  Prerequisites: Darkvision 60 ft., tiefling.
  Benefit: You gain low-light vision and your darkvision 
  improves to 120 ft.
  Special: You can take this feat twice. When you take 
  it a second time, you gain the see in darkness universal 
  monster ability (Bestiary 2 301). 
  Grasping Tail
  Your tail becomes more useful. 
  Prerequisite: Tiefling.
  Benefit: You can use your tail to grab stowed items. 
  While you cannot wield weapons with your tail, you can 
  use it to retrieve small, stowed objects carried on your 
  person as a swift action. 
  Special: If you have the prehensile tail racial trait, you 
  can use your tail to grab unattended items within 5 feet 
  as a swift action as well as to grab stowed objects carried 
  on your person; you can hold such objects with your tail, 
  though you cannot manipulate them with your tail (other 
  than to put them in your hand). 
  Tiefling Magic Items
  Tieflings have access to the following magic items.
  DARKSIRE AMULET
  Aura faint abjuration; CL 3rd
  Slot neck; Price 9,000 gp; Weight 1 lb.
  DESCRIPTION
  This small iron locket contains some token—a scale, a shaving 
  of a horn or claw, or lock of burning hair—from a fiend. When 
  worn by a tiefling, if he has cold, electricity, or fire resistance, 
  this amulet increases that resistance by 5. Furthermore, it 
  provides a +4 insight bonus on Diplomacy skill checks made to 
  influence evil outsiders. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, resist energy, creator must 
  be a tiefling, half-fiend, or true fiend ; Cost 4,500 gp
  HALO OF INNER CALM
  Aura strong abjuration; CL 15th
  Slot head; Price 16,000 gp; Weight 1 lb.
  DESCRIPTION
  This silvery ring looks like a halo. When worn by a tiefling 
  it hovers just above his head, though it still uses the head 
  magic item slot. It helps to calm the baser emotions and the 
  dark whispers that plague tieflings, granting the wearer a 
  +4 resistance bonus on saving throws against all spells with 
  the emotion descriptor. When worn by a tiefling of a good 
  alignment, it provides spell resistance 13 against spells with 
  the evil descriptor and a +2 sacred bonus on saving throws. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a tiefling 
  of good alignment, holy aura; Cost 8,000 gp
  Tiefling Spells
  Tieflings have access to the following spells.
  DAMNATION STRIDE
  School conjuration (teleportation) [fire]; Level sorcerer/wizard 
  5, summoner 4, witch 5
  Casting Time 1 standard action
  Target self and creatures within a 10-foot-radius burst (see 
  below)
  Duration 1 minutes/level
  Saving Throw Reflex half, see text; Spell Resistance no
  This spell functions like dimension door, except you leave 
  behind a burst of fire. Choose one corner of your starting 
  square. A 10-foot-radius burst of flame explodes from that 
  corner the moment you leave, dealing 4d6 points of fire 
  damage (Reflex negates).
  HELLMOUTH LASH
  School transmutation [acid, electricity, or fire]; Level sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  Upon casting this spell, your tongue transforms into an energy 
  whip weapon that can deal acid, electricity, or fire damage. 
  You choose what type of energy damage the spell deals when 
  you cast it. You attack with your tongue as if it were a whip, 
  except you make touch attacks with it and it can harm creatures 
  with armor or natural armor bonuses. You are considered 
  proficient with this weapon. A successful touch attack with the 
  tongue deals 1d8 points of energy damage per two caster levels 
  (maximum of 5d8 points of damage at 10th level).
  While the spell is in effect, you cannot speak, cast spells 
  requiring verbal components, or activate items requiring 
  command words.
  The spell has the acid, electricity, or fire descriptor, 
  depending on what type of energy damage you chose when 
  you cast it.
  173
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  Featured Races
  Featured Races 2
  
  Undines
  Undines are humans who trace their ancestry to creatures 
  from the Plane of Water. Even at first glance, one notices 
  the potency of their ancestry, for an undine’s very flesh 
  mimics the color of lakes, seas, and oceans. Whether they 
  have the blood of marids or water mephits as their kin, all 
  undines define themselves through their ancestry. They 
  perceive their individual differences as gifts and explore the 
  supernatural aspects of their unique heritage to the fullest.
  The undines are a proud race and show little outward 
  fear. While good-natured and somewhat playful among 
  their own kind, they behave with slightly more reserve and 
  seriousness in the company of non-undines. They have 
  excellent emotional control, and can edge their tempers 
  from calm to raging and back again within but a few minutes. 
  While some might dub their behavior erratic, undines are 
  simply a bit more outwardly melodramatic than most races. 
  Certainly, they are not moody and do not become angered, 
  excited, or otherwise emotional without provocation. As 
  close friends, some find them overly possessive, though 
  they are also extremely protective of those they care about.
  Undines tend to settle near water, usually in warmer 
  climates. Though land-dwellers, they spend a fair amount 
  of time in the water. For this reason, most dress sparsely, 
  wearing only enough clothing to protect themselves from 
  the elements, and few wear shoes. They avoid wearing 
  jewelry around their necks and keep their hair slicked 
  back and tied into tight knots. This prevents hair or other 
  objects from becoming a distraction or hindrance while 
  swimming. Similarly, undines pursuing martial classes 
  choose weapons that they can wield efficiently on land as 
  well as in water.
  Physical Description: Undines display a wide variation 
  of skin tones, ranging from pale turquoise to deep blue 
  to sea green. An undine’s straight, thick hair tends to be 
  of a similar, yet slightly darker color than her skin. All 
  have limpid blue eyes. Physically, undines most resemble 
  humans, and their physiques show human diversity in 
  regard to overall height and body type. Aside from their 
  coloration, their most racially defining traits remain 
  their fin-like ears and webbed hands and feet.
  Society: Undines define themselves as a unique race 
  and are capable of producing undine offspring. While they 
  remain able to interbreed with humans, they tend to keep 
  to themselves, and form small, reclusive communities near 
  bodies of water, or in some cases, floating settlements. 
  A typical undine community lives under the guidance 
  of a small council comprising officials appointed by 
  consensus. Council positions can be held indefinitely, 
  though a community unhappy with the performance of a 
  council member can call for her resignation.
  Intermarriage in undine communities is common, with 
  children raised communally. A fair amount of regional 
  diversity exists in undine culture, as influenced by the 
  specific ancestry of independent settlements. It should 
  also be noted that not all undine in a single settlement 
  claim the same ancestry, as undines may marry other 
  undines from outside their own communities. 
  Relations: Undines hold no biases or prejudices toward 
  any particular races. Their communities rely primarily 
  on trade, giving them ample opportunity to interact with 
  a diverse range of outsiders and foreigners. They have 
  no qualms about establishing neighborhoods within the 
  settlements of other races, provided adequate respect is 
  given to both the undines and any nearby bodies of water. 
  Still, in such instances, a given undine community does 
  what it can to retain its autonomy.
  Undines get along quite well with elves and gnomes. 
  Often these races share protective duties over forested 
  lakes and streams. Similarly, they interact favorably 
  with good or neutral aquatic humanoids, sharing many 
  common interests. They barter most freely with humans 
  and dwarves for resources such as metal and cloth.
  Alignment and Religion: Most undines are neutral. 
  Their principle interests lie in the welfare of their people, 
  and thus their moral concerns focus upon the community 
  and upon themselves. This neutral view also allows them to 
  interact with a broad scope of non-undine races with whom 
  they trade. While not deeply religious, undines possess 
  a strong spiritual connection to both their supernatural 
  ancestors and to water itself. Those who pursue nonsecular 
  paths almost always worship the gods of their ancestors or 
  gods whose portfolios feature some aspect of water. 
  Adventurers: On occasion, an undine leaves her people 
  to seek out a life of adventure. Like water itself, some 
  undines simply feel compelled to move, and adventuring 
  gives them an ample excuse for living on the road. Others 
  adventure for less wholesome reasons, and exile is a 
  common punishment for crimes within undine society. 
  With few other options, most exiles turn to adventuring 
  hoping to find a new place in the world. Undines’ affinity 
  toward water makes them particularly good druids, while 
  undine sorcerers usually have aquatic bloodlines.
  Male Names: Aven, Dharak, Ghiv, Jamash, Maakor, 
  Ondir, Radid, Shiradahz.
  Female Names: Afzara, Baarah, Calah, Iryani, Maarin, 
  Nylgune, Pari, Radabeh, Urdahna.
  ALTERNATE RACIAL TRAITS
  The following racial traits might be selected instead of 
  existing undine racial traits. Consult your GM before 
  selecting any of these new options.
  Acid Breath: Undines whose outsider heritage can 
  be traced to a water mephit can wield acid as a weapon. 
  174
  174
  
  Such an undine has a breath weapon that is a 5-foot 
  cone of acidic water usable once per day. The breath 
  deals 1d8 points of acid damage per two character levels 
  (maximum 5d8). A Ref lex saving throw (DC 10 + 1/2 the 
  undine’s level + the undine’s Constitution modifier) 
  halves the damage. This racial trait replaces the spell-
  like ability racial trait.
  Amphibious: Some undines are born with a permanent 
  bond to water. Undines with this racial trait gain the 
  aquatic subtype and amphibious special quality. This 
  racial trait replaces the spell-like ability racial trait.
  Deepsight: The eyes of some undines are especially 
  adapted to the lightless depths of the oceans, but not 
  to air-filled environments. An undine with this racial 
  trait has darkvision 120 feet when underwater, but 
  otherwise has no darkvision at all. This racial trait 
  replaces darkvision.
  Flesh Chameleon: Some undines can change their 
  coloration to match human skin tones. As a standard 
  action, an undine with this racial trait can change her 
  natural blue hue to match any normal human skin tone, 
  and can revert to normal as a free action. This grants a +4 
  racial bonus on Disguise checks to appear human. This 
  racial trait replaces energy resistance.
  Hydrated Vitality: An undine with this racial trait 
  gains fast healing 2 for 1 round anytime she submerges 
  completely within a body of natural salt water, fresh water, 
  or brackish water. Stagnant, poisoned, or trapped water 
  (such as an artificial pit or a bag of holding) does not activate 
  this ability. The undine can heal up to 2 hit points per level 
  per day with this ability, after which it ceases to function. 
  This racial trait replaces water affinity.
  Nereid Fascination: Some undines can trace their 
  ancestry to nereids as well as to outsiders. Once per 
  day as a standard action, such an undine can create a 
  20-foot-radius aura that causes humanoids within the 
  aura’s range to become fascinated with her for a number 
  of rounds equal to 1/2 the undine’s character level 
  (minimum 1). Targets may resist with a Will save (DC 10 + 
  1/2 the undine’s level + the undine’s Charisma modifier). 
  This is a supernatural ability. This racial trait replaces 
  the spell-like ability racial trait.
  Ooze Breath: Some undines’ outsider heritage can 
  be traced to ooze mephits. These undines have a breath 
  weapon that is a 5-foot cone of slime usable 
  once per day. The slime deals 1d4 points 
  of acid damage per two character levels 
  (maximum 5d4) and sickens creatures in 
  the area for 3 rounds. A successful Reflex 
  saving throw (DC 10 + 1/2 the undine’s 
  level + the undine’s Constitution 
  modifier) halves the damage and 
  negates the sickened effect. This 
  racial trait replaces the spell-like 
  ability racial trait.
  Terrain 
  Chameleon: 
  Some 
  undines 
  can 
  change 
  their 
  coloration to blend in with 
  underwater 
  terrain, 
  mixing 
  browns, grays, and greens to 
  resemble kelp or other natural 
  water plants. As a standard 
  action, an undine with this racial 
  trait can change her coloration, 
  Undine Racial Traits
  +2 Dexterity, +2 Wisdom, –2 Strength: Undines are both perceptive and agile, but tend to adapt 
  rather than match force with force. 
  Native Outsider: Undines are outsiders with the native subtype.
  Medium: Undines are Medium creatures and receive no bonuses or penalties due to their size.
  Normal Speed: Undines have a base speed of 30 feet on land. They also have a swim speed 
  of 30 feet, can move in water without making Swim checks, and always treat Swim as a 
  class skill.
  Darkvision: Undines can see in the dark up to 60 feet.
  Spell-Like Ability: Hydraulic push (Advanced Player’s Guide) 1/day (caster level equals the 
  undine’s level).
  Energy Resistance: Undines have cold resistance 5. 
  Water Affinity: Undine sorcerers with the elemental (water) bloodline treat their Charisma score 
  as 2 points higher for all sorcerer spells and class abilities. Undine clerics with the Water 
  domain cast their Water domain powers and spells at +1 caster level.
  Languages: Undines begin play speaking Common and Aquan. Undines with high Intelligence 
  scores can choose from the following: Auran, Dwarven, Elven, Gnome, Halfling, Ignan,  
  and Terran. 
  175
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  Featured Races
  Featured Races 2
  
  gaining a +4 bonus on Stealth checks in underwater 
  environments. She can return to normal as a free action. 
  This racial trait replaces energy resistance.
  Water Sense: Undines with this racial trait can sense 
  vibrations in water, granting them blindsense 30 feet 
  against creatures in contact with the same body of water. 
  This racial trait replaces energy resistance.
  FAVORED CLASS OPTIONS
  The following options are available to all undines who 
  have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the class reward.
  Bard: Add a +1 bonus on Perform checks to use the 
  countersong bardic performance against creatures with 
  the aquatic or water subtypes.  
  Cleric: Add a +1 bonus on caster level checks to 
  overcome the spell resistance of creatures with the 
  aquatic or water subtype.
  Druid: Add a +1 bonus on wild empathy checks to influence 
  animals and magical beasts with the aquatic subtype.
  Monk: Add +1 to the monk’s CMD when resisting a 
  grapple and +1/3 to the number of stunning attacks he 
  can attempt per day.
  Sorcerer: Add a +1 bonus on caster level checks to cast 
  spells underwater.
  Summoner: If the summoner’s eidolon has an aquatic 
  base form (Ultimate Magic 74), add +5 feet to the range of 
  the summoner’s life link ability.
  Wizard: Add one spell from the cleric, druid, or 
  wizard spell list with the water descriptor to the wizard’s 
  spellbook. This spell must be at least one level below the 
  highest spell level he can cast. This spell is treated as one 
  level higher unless it also appears on the wizard spell list.
  RACIAL ARCHETYPES
  The following racial archetypes are available to undines.
  Undine Adept (Druid)
  An undine adept dedicates herself to preserving the 
  knowledge of the first undines and ensuring her 
  people’s ancient connections to the natural world remain 
  undisturbed. They serve as the keepers of the roots of the 
  undine people and as their protectors. An undine adept 
  has the following class features.
  Domains: An undine adept who chooses a domain 
  must choose the Community or Water domain, or any 
  subdomain of those domains.
  Amphibious (Su): At 2nd level, the undine adept 
  gains the aquatic subtype and the amphibious universal 
  monster ability, allowing her to breathe water or air. This 
  ability replaces woodland stride.
  Augment Summoning (Su): At 3rd level, any creature 
  with the water subtype the undine adept summons with 
  either summon monster or summon nature’s ally gains the 
  benefits of the Augment Summoning feat. This replaces 
  trackless step.
  Resist Water’s Call (Su): At 4th level, an undine adept 
  gains a +4 bonus on saving throws against the spell-like 
  and supernatural abilities of outsiders with the aquatic 
  or water subtype, fey with the aquatic or water subtype, 
  and spells and effects with the water descriptor. This 
  ability replaces resist nature’s lure.
  Wild Shape (Su): At 6th level, an undine adept gains 
  the ability to use wild shape. When an undine takes the 
  form of a creature with the aquatic or water subtype, 
  this ability functions at her class level + 1. For all other 
  forms, her effective druid level for the ability is equal 
  to her actual undine adept level. This ability otherwise 
  functions as and replaces wild shape.
  Commune with Water Spirits: At 9th level, an undine 
  adept adds commune to her druid spell list. She may use 
  this spell whether she worships a deity or elemental 
  forces. This ability replaces venom immunity.
  Watersinger (Bard)
  The watersinger’s song reaches from the depths of his 
  soul into the elemental waters from which life first 
  sprang. His voice commands water, bending and shaping 
  it to his desire.
  Bardic Performance: A watersinger has some unique 
  bardic performances, which replace some of the standard 
  bardic performances as listed in each entry. These bardic 
  performances follow all the general rules and restrictions 
  of a bard’s bardic performances.
  Watersong (Su): At 1st level, a watersinger can use bardic 
  performance to manipulate and control the shape of 
  water within 30 feet. A successful Perform check allows 
  the bard to animate and control a 5-foot-cube of water. 
  The watersinger can command the water to take various 
  forms, bend, rise, fall, or sustain a shape, and can make 
  it support weight as if it were solid ice. For example, the 
  watersinger could create a pillar of water (to provide 
  cover), ladder, channel, bridge, stairs, slide, and so on. 
  The manipulated water is as slippery as normal ice. This 
  ability cannot create forms more fragile or complex than 
  what could be carved in normal ice. While under the 
  bard’s control, the water has hardness 0 and 3 hit points 
  per inch of thickness. At level 3, the manipulated water 
  gains hardness 1, and this increases by +1 for every 3 
  bard levels beyond that. At 5th, 10th, 15th, and 20th level, 
  the volume affected increases by an additional 5-foot 
  cube (these cubes must be adjacent to each other). The 
  manipulated water retains its shape for 1 round after 
  the bard stops spending bardic performance rounds to 
  maintain it. This ability replaces fascinate, suggestion, 
  and mass suggestion.
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  Waterstrike (Su): At 3rd level, the watersinger can 
  spend 1 round of bardic performance to command any 
  water he is currently manipulating with his watersong 
  performance to lash out and strike an opponent with a 
  slam attack. The watersinger uses his base attack bonus 
  and Charisma bonus to make this attack, and deals 1d6 
  points of bludgeoning damage plus his Charisma bonus. 
  The attack can originate from any square of water the 
  bard is manipulating, and the water can get a flanking 
  bonus or help a combatant get one, but cannot make 
  attacks of opportunity. The water can make multiple 
  attacks per round if your base attack bonus allows you to 
  do so. At 10th level, the water’s slam damage increases to 
  1d8 points and the water gains a reach of 10 feet. At 15th 
  level, the water’s slam damage increases to 2d6 points. 
  At 20th level, the water’s slam damage increases to 2d8 
  points. This performance replaces inspire competence.
  Lifewater (Su): At 5th level, the watersinger can spend 
  1 round of bardic performance as a standard action to 
  manipulate the water, blood, and other fluids within a 
  creature’s body, causing the target to become sickened 
  for 1d4 rounds. Alternatively, he may use this ability to 
  attempt a reposition combat maneuver (Advanced Player’s 
  Guide), using his base attack bonus and his Charisma 
  modifier as his CMB. This ability has a range of 30 feet, 
  only works on creatures whose bodies contain fluid, and 
  does not affect creatures that are immune to critical hits. 
  This performance replaces the use of lore master gained 
  at 5th level (though a watersinger still gains the use of 
  lore master once per day at 11th level and twice per day 
  at 17th).
  Watersinger Spells: A watersinger adds certain water-
  themed spells to his spell list. He adds these abilities to his 
  spell list as soon as his bard level allows him to cast spells of 
  that spell level. 0—create water; 1st—hydraulic push (Advanced 
  Player’s Guide), slipstream (Advanced Player’s Guide); 2nd—
  aqueous orb (Advanced Player’s Guide), hydraulic torrent (Advanced 
  Player’s Guide), water walk; 3rd—fluid form (Advanced Player’s 
  Guide), ride the waves (Ultimate Magic); 4th—control water, 
  communal water walk (Ultimate Combat); 5th—vortex (Advanced 
  Player’s Guide); 6th—seamantle (Advanced Player’s Guide).
  NEW RACIAL RULES 
  The following equipment, feats, magic items, and spells 
  are available to undines. At the GM’s discretion, other 
  appropriate races may make use of some of these new rules.
  Undine Equipment
  Undines have access to the following equipment.
  Chain Belts: While undines dress sparingly, they often 
  wear 10-foot-long belts of fine linked chain about their 
  waists. The belts contain hinged links to which the wearer 
  can affix various objects such as tools, small weapons, and 
  other valuables, including links of silver and platinum, 
  or small hammered plates of gold set with gems. If worn 
  properly, the belt can hold up to 30 pounds of small items. 
  A swimming undine can unwrap the belt as swift action if 
  she needs to remove it to decrease her weight load.
  Potion Sponge: This egg-sized sponge is covered in a 
  layer of waterproof edible wax, designed to absorb 1 dose 
  of a potion. Chewing a potion sponge and swallowing 
  its liquid contents is a full-round action. A creature of 
  at least Large size can swallow the sponge in its entirely; 
  other creatures must spit out the sponge once it’s 
  depleted (a free action). Unlike a potion that is drunk 
  from a vial, a potion sponge can be used underwater. A 
  potion can be poured from a vial into a sponge potion (or 
  squeezed from a sponge into a vial) as a full-round action. 
  The potion sponge is immune to attacks that specifically 
  target crystal, glass, ceramic, or porcelain, such as shatter. 
  It otherwise works like a potion vial. 
  Undine Weaponshaft: Undines incorporate a unique 
  design when crafting shafted weapons such as quarterstaves, 
  spears, and tridents. Instead of a solid shaft, the weapon 
  is built around a pipe of wood or metal, with the butt 
  end sealed and the front end left open. As a full-round 
  action, an undine can make a single melee attack with 
  the weapon and use her hydraulic push spell-like ability 
  against the target of that melee attack. The weapon 
  otherwise functions like a standard weapon of its type, 
  and can be made of special materials (such as mithral or 
  adamantine) and masterwork quality.
  Undine Equipment
  Item 
   Cost  
  Weight  
  Craft DC
  Chain belt 
  15 gp 
  1/4 lb.  
  —
  Potion sponge 
  2 gp 
  — 
  15
  Undine weaponshaft 
  +300 gp 
  — 
  —
  Undine Feats
  Undines have access to the Elemental Jaunt feat (see page 
  129) and the following feats.
  Aquatic Ancestry
  You favor your outsider ancestry and are better adapted 
  to life in the water.
  Prerequisite: Undine.
  Benefit: You gain the amphibious special quality. Your 
  swim speed increases by +10 feet.
  Hydraulic Maneuver
  You can use your hydraulic push to disarm or trip.
  Prerequisites: Hydraulic push spell-like ability, undine.
  Benefit: You may use hydraulic push to attempt a bull 
  rush, disarm, dirty trick (blind or dazzle, see Advanced 
  Player’s Guide), or trip combat maneuver. Each time you 
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  Featured Races 2
  
  use hydraulic push, you must decide which of the allowed 
  combat maneuvers you want to perform. You may use 
  this feat with your hydraulic push racial spell-like ability, 
  your class-granted use of hydraulic push, or any hydraulic 
  push spells you cast, but not with magic items or other 
  external sources that use that spell.
  Normal: Hydraulic push can only be used to make a bull 
  rush combat maneuver.
  Steam Caster 
  You imbue your fire spells with elemental water, 
  transforming them into powerful gouts of steam.
  Prerequisite: Undine.
  Benefit:  You may increase the casting time of a fire spell 
  to a full-round action, infusing it with elemental power 
  (spells with a casting time of 1 full-round action or longer 
  do not have an increased casting time). The spell is treated 
  as if it had the water descriptor. All fire effects of the altered 
  spell instead manifest as superheated steam. The altered 
  spell works normally underwater without requiring a caster 
  level check. Unlike fire, the steam cannot ignite objects or 
  set creatures on fire. As the spell still deals fire damage, fire 
  resistance or immunity still applies to the spell’s effects.
  Triton Portal 
  You can channel your inner magic to summon allies.
  Prerequisites: Character level 5th, hydraulic push spell-
  like ability, undine.
  Benefit:  Once per day, you may expend your racial 
  hydraulic push ability to instead cast summon nature’s ally 
  III as a spell-like ability with a caster level equal to your 
  character level. This use of the ability can only summon a 
  Small water elemental or 1d3 dolphins. Using this ability 
  is a full-round action.
  Water Skinned 
  Your touch extinguishes small flames.
  Prerequisite: Undine.
  Benefit: As a standard action, you can extinguish a 
  small nonmagical fire with a touch, affecting anything 
  up to the size of a large campfire. This ability does not 
  affect fires with a total area greater than 5 square feet. 
  Touching the fire in this way does not harm you.
  Undine Magic Items
  Undines have access to the following magic item.
  SHARK TOOTH AMULET
  Aura faint abjuration; CL 5th
  Slot neck; Price 9,000 gp; Weight —
  DESCRIPTION 
  This amulet is crafted of a single massive petrified shark 
  tooth suspended on kelp twine and grants its wearer combat 
  potency while underwater. While wearing this amulet, its 
  wearer can use melee weapons normally, taking no penalty to 
  attack and dealing full damage with such attacks. This amulet 
  also allows the wearer to make thrown range weapon attacks 
  underwater, though such attacks take a –2 penalty on attack 
  rolls and their range increment is halved. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, touch of the sea 
  (Advanced Player’s Guide), the crafter must be an undine or 
  have the water subtype; Cost 4,500 gp
  SHAWL OF LIFE-KEEPING
  Aura faint conjuration (healing); CL 3rd
  Slot shoulders; Price 1,000 gp; Weight —
  DESCRIPTION
  This magical shawl is woven from silken, diaphanous material. 
  Once per day, the wearer can speak a command word to 
  transfer some of her life energy into the shawl (up to 10 hit 
  points). If she is wearing the shawl and is reduced to –1 hit 
  points or below, the shawl immediately heals her an amount 
  equal to the number of hit points stored in the shawl. This 
  healing cannot prevent the wearer from being killed. The life 
  energy stored in the shawl lasts for 24 hours or until it heals 
  the wearer, whichever comes first. If the shawl is destroyed, 
  the stored life energy is lost.
  While the shawl is storing a creature’s life energy, it retains 
  a connection to that creature. If another creature holds the 
  shawl in hand, the creature whose life energy is stored in the 
  shawl takes a –2 penalty on Fortitude and Reflex saving throws 
  against all effects from the current bearer of the shawl.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cure light wounds, 
  stabilize; Cost 500 gp
  SLIPPERS OF THE TRITON
  Aura moderate abjuration; CL 7th
  Slot feet; Price 56,000 gp; Weight 1 lb.
  DESCRIPTION 
  Once they are slipped on, these web-toed slippers allow the 
  wearer to breathe water and grant extra maneuverability while 
  within such environments. If the wearer has no swim speed, it 
  gains a 30 foot swim speed. If the wearer has a swim speed, it 
  gains a +10 foot enhancement bonus to its swim speed.
  CONSTRUCTION
  Requirements Craft Wondrous Item, ride the waves (Ultimate 
  Magic); Cost 28,000 gp
  Undine Spells
  Undines have access to the following spells.
  MARID’S MASTERY
  School transmutation [water]; Level cleric 1, druid 1, ranger 1, 
  sorcerer/wizard 1, witch 1
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  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target gains a +1 bonus on attack and damage rolls if it 
  and its opponent are touching water. If the opponent or the 
  target is touching the ground, the target takes a –4 penalty on 
  attack and damage rolls.
  NEREID’S GRACE
  School enchantment (charm) [mind-affecting]; Level druid 1, 
  witch 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target you
  Duration 1 round/level
  You radiate the unearthly grace of a nereid. If you are not 
  wearing armor (or your armor is not visible, such as when 
  using glamered armor), you gain a deflection bonus to your 
  Armor Class and CMD equal to your Charisma bonus.
  NIXIE’S LURE
  School enchantment (charm) [mind-affecting, sonic]; Level 
  bard 4, druid 3, sorcerer/wizard 3, summoner 4, witch 3
  Casting Time 1 standard action 
  Components V, S
  Range 300 ft.
  Target all creatures within a 300-ft.-radius burst centered 
  on you
  Duration concentration + 1 round/level (D) 
  Saving Throw Will negates; Spell Resistance yes
  This spell creates an unearthly and infectious song that 
  seductively summons all who hear it. Nixie’s lure affects a 
  maximum of 24 Hit Dice of creatures. Creatures in the area 
  who fail their saves are lured by the song and move toward 
  you using the most direct means available. If the path leads 
  them into a dangerous area such as through 
  fire or off a cliff, the creatures each 
  receive a second saving throw to 
  end the effect before moving 
  into peril. Creatures lured by 
  the spell’s song can take no 
  actions other than to defend 
  themselves. A victim within 5 feet of you simply stands still 
  and for the duration of the spell remains fascinated.
  UNDINE’S CURSE
  School necromancy [evil]; Level sorcerer/wizard 1, witch 1
  Casting Time 1 standard action 
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  The target loses its body’s natural ability to breathe 
  automatically. As long as it remains conscious and is able 
  to take physical actions, it keeps breathing and is able to 
  function normally. If it is ever unconscious (including sleeping) 
  or unable to take physical actions, it stops breathing and 
  begins to suffocate. Creatures that do not have to breathe are 
  immune to this spell.
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  Featured Races
  Featured Races 2
  
  Uncommon Races
  3
  
  Bird men!” Harsk 
  laughed and drew his 
  dagger with his free hand. “So 
  that’s what the witch meant. 
  Fair enough—I could use a 
  drumstick or three.”
  Seelah shushed him and 
  raised her sword, letting the 
  feral creatures see the holy 
  symbol embedded in its hilt. 
  “Hail, neighbors,” she called. 
  “We mean you no harm.”
  Inside the ruins, more 
  glowing eyes appeared. Black 
  wings unfurled, hiding the 
  moon. Somewhere in the 
  night, a voice screeched a 
  wordless hunting cry.
  “I think you’re going to want 
  to revise that statement,” 
  Harsk said. “In three... two...”
  
  Uncommon Races
  Some races are so uncommon that their very existence 
  may be the subject of debate. Living on the fringes of 
  the wilderness, in hidden grottos deep beneath the 
  surface, under the ocean waves, or among the clouds of 
  the night sky, few members of these races hear the call 
  of adventure. 
  The 14 races presented in this chapter are all suitable 
  to be played as PCs, but their rarity or isolation often sets 
  them apart. While all are exotic, the reasons for their 
  rarity are as diverse as their forms. The changeling, an 
  offspring of a hag and a mortal lover, is an uncommon 
  player race because of the improbability of such a foul 
  union. Other races, like the kitsune, nagaji, samsarans, 
  and wayangs, are often more common in certain far-flung 
  lands but are rarely seen in most others. Still other races, 
  like the gillmen, gripplis, merfolk, strix, and svirfneblin, 
  typically distrust outsiders and keep to their own remote 
  and insular communities.
  While these races are rare, the same can be said of 
  anyone willing to become an adventurer. Such an activity 
  is not for those who crave a normal life, and these races 
  also produce the rare spirit who strikes out into the 
  wild places of the world in search of excitement and 
  exploration. With your GM’s permission, you can select 
  any of the following uncommon races for your player 
  character. Each racial section provides all the information 
  you need to create a character along with a number of new 
  options available to characters of that race. This chapter 
  details the following uncommon races. 
  Changelings: The offspring of hags and their mortal 
  lovers, changelings are abandoned and raised by foster 
  parents. Always female, changelings all hear a spiritual 
  call during puberty to find their true origins. Tall and 
  slender, with dark hair and eyes mismatched in color, 
  changelings are eerily attractive. 
  Duergar: Gray skinned, deep-dwelling dwarves who 
  hate their lighter skinned cousins, duergar view life 
  as constant toil ending only in death. Though these 
  dwarves are typically evil, honor and keeping one’s word 
  means everything to them, and a rare few make loyal 
  adventuring companions. 
  Gillmen: Survivors of a land-dwelling culture whose 
  homeland was destroyed, gillmen were saved and 
  transformed into an amphibious race by the aboleths. 
  Though in many ways they appear nearly human, gillmen’s 
  bright purple eyes and gills set them apart from humanity. 
  Reclusive and suspicious, gillmen know that one day the 
  aboleths will call in the debt owed to them. 
  Gripplis: Furtive frogfolk with the ability to 
  camouf lage themselves among fens and swamps, 
  gripplis typically keep to their wetland homes, only 
  rarely interacting with the outside world. Their chief 
  motivation for leaving their marshy environs is to trade 
  in metal and gems. 
  Kitsune: These shapeshifting, foxlike folk share a love 
  of mischief, art, and the finer things in life. They can 
  appear as a single human as well as their true form, that 
  of a foxlike humanoid. Kitsune are quick-witted, nimble, 
  and gregarious, and because of this, a fair number of them 
  become adventurers. 
  Merfolk: These creatures have the upper torso of a well-
  built and attractive humanoid and a lower half consisting of 
  a finned tail. Though they are amphibious and extremely 
  strong swimmers, their lower bodies make it difficult for 
  them to move on land. Merfolk can be shy and reclusive. 
  Typically keeping to themselves, they are distrustful of 
  land-dwelling strangers. 
  Nagaji: It is believed that nagas created the nagaji as a 
  race of servants and that the nagaji worship their creators 
  as living gods. Due to their reptilian nature and strange 
  mannerisms, these strange, scaly folk inspire fear and 
  wonder in others not of their kind. They are resistant to 
  both poison and mind-affecting magic.
  Samsarans: Ghostly servants of karma, samsarans are 
  creatures reincarnated hundreds if not thousands of 
  times in the hope of reaching true enlightenment. Unlike 
  humans and other races, these humanoids remember 
  much of their past lives. 
  Strix: Hunted to dwindling numbers by humans, who 
  see them as winged devils, strix are black-skinned masters 
  of the nighttime sky. Their territorial conflicts have 
  fueled their hatred for humans. This longstanding feud 
  means that these nocturnal creatures often attack humans 
  on sight. 
  Sulis: Also called suli-jann, these humanoids are 
  the descendants of mortals and jann. These strong 
  and charismatic individuals manifest mastery over 
  elemental power in their adolescence, giving them 
  the ability to manipulate earth, fire, ice, or electricity. 
  This elemental power tends to be ref lected in the suli’s 
  personality as well. 
  Svirfneblin: Gnomes who guard their hidden enclaves 
  within dark tunnels and caverns deep under the earth, 
  svirfneblin are as serious as their surface cousins are 
  whimsical. They are resistant to the magic of the foul 
  creatures that share their subterranean environs, 
  and wield powerful protective magic. Svirfneblin are 
  distrustful of outsiders and often hide at their approach. 
  Vanaras: These mischievous, monkeylike humanoids 
  dwell in jungles and warm forests. Covered in soft fur and 
  sporting prehensile tails and handlike feet, vanaras are 
  strong climbers. These creatures are at home both on the 
  ground and among the treetops.
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  182
  
  Vishkanyas: Strangely beautiful on the outside and 
  poisonous on the inside, vishkanyas see the world through 
  slitted serpent eyes. Vishkanyas possess a serpent’s grace 
  and ability to writhe out of their enemies’ grasp with ease. 
  Vishkanyas have a reputation for being both seductive and 
  manipulative. They can use their saliva or blood to poison 
  their weapons. 
  Wayangs: The small wayangs are creatures of the Plane 
  of Shadow. They are so attuned to shadow that it even 
  shapes their philosophy, believing that upon death they 
  merely merge back into darkness. The mysteries of their 
  shadowy existence grant them the ability to gain healing 
  from negative energy as well as positive energy. 
  GENERAL DESCRIPTION
  Each race’s entry begins with a brief and general 
  description of the race followed by specific entries for the 
  race’s physical description, society, relations with other 
  races, alignment and religion, and common motivation 
  for adventuring members of the race. This description 
  provides enough information to create a comprehensive 
  background and personality for a character of this race. 
  RACIAL TRAITS
  Each race’s entry features a sidebar listing the race’s standard 
  racial traits. This information includes the race’s type, size, 
  vision, and base speed, as well as a number of other traits 
  common to most members of the race. With your GM’s 
  permission, you will also have the option to exchange these 
  standard racial traits for a number of alternate racial traits, 
  the rules for which are provided in the section below.
  ALTERNATE RACIAL TRAITS
  Members of each race can swap standard racial traits for the 
  alternate racial traits listed in this section. Each alternate 
  racial trait lists which standard trait it replaces. The full rules 
  for swapping traits can be found in Chapter 1: Core Races.
  FAVORED CLASS OPTIONS
  Each race can take the listed favored class options instead 
  of the normal favored class rewards (either +1 hp or +1 
  skill rank). The full rules for favored class options can be 
  found in Chapter 1: Core Races.
  RACIAL ARCHETYPES 
  This section presents a single racial archetype for each 
  of the uncommon races. Typically, only members of the 
  section’s race can take the listed archetype. An archetype 
  usually features a thematic link to the race, granting 
  it class features that complement the abilities and the 
  background of the race. Because adventurers are often 
  societal outliers, sometimes these archetypes feature 
  a theme that is the exception to the norm for racial 
  tendencies. At the GM’s discretion, a member of another 
  race can take most of these archetypes either because 
  they fit a character concept or because the character 
  was raised or trained by a member of the race that can 
  typically select the archetype. Such exceptions should be 
  rare for the archetypes detailed in this chapter, however, 
  since these races are not common in most campaigns. 
  The following is a list of all the archetypes featured in 
  this chapter, listed by race. The class for each archetype 
  is listed in parentheses. 
  Changelings: Dreamweaver (witch)
  Duergar: Gray disciple (monk)
  Gillmen: Eldritch raider (rogue)
  Gripplis: Bogborn alchemist (alchemist)
  Kitsune: Kitsune trickster (rogue)
  Merfolk: Wave warden (ranger)
  Nagaji: Naga aspirant (druid)
  Samsarans: Reincarnated oracle (oracle)
  Strix: Airborne ambusher (fighter)
  Sulis: Elemental knight (magus)
  Svirfneblin: Deep bomber (alchemist)
  Vanaras: Treetop monk (monk)
  Vishkanyas: Deadly courtesan (rogue)
  Wayangs: Shadow puppeteer (bard)
  NEW RACIAL RULES
  The final section of each race entry provides new rules 
  options for the race other than archetypes in any of the 
  following four categories. Not all the races in this chapter 
  include entries for each of these sections. 
  Equipment: The equipment section for each race 
  provides new rules for standard and alchemical 
  equipment available to the race. Often such equipment is 
  available on the open market and members of other races 
  can purchase it, but many times, especially in the case of 
  alchemical equipment, it has no effect, lesser effects, or 
  even detrimental effects on members of other races.
  Feats: This section provides a host of new racial feats 
  for members of this race. These feats often play off a 
  particular theme of the race and in many cases expand or 
  empower racial traits of that race. All of these feats have 
  the associated race in their prerequisites, so members of 
  other races cannot take them.
  Magic Items: Magic items provided in this section are 
  often created and used exclusively by members of the 
  race. Some have effects that interact with racial traits, but 
  others have broader uses, and can be used by members of 
  other races.
  Spells: The spells in this section are common to 
  spellcasting members of the race. Sometimes they only 
  target members of the race, but often they are just the 
  race’s well-guarded secrets; members of other races can 
  learn to cast them with GM permission.
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  Uncommon Races
  Uncommon Races 3
  
  Changelings
  Changelings are the offspring of hags and their lovers 
  taken through magic or madness. Dropped off on 
  doorsteps of prospective foster parents, changelings 
  are raised by strangers. Typically tall, slender, dark 
  haired, and attractive, changelings otherwise resemble 
  their fathers’ race. They are always female, and their 
  mismatched colored eyes and abnormally pale skin hint 
  at their true heritage. At puberty, changelings receive 
  “the call,” a hypnotic spiritual voice that beckons them to 
  travel and discover their true origins. Changelings who 
  ignore this call choose their own destiny; those who heed 
  it discover their “mother” and may come into great power 
  by transforming into hags themselves.
  ALTERNATE RACIAL TRAITS 
  The following racial traits may be selected instead of 
  existing changeling racial traits. Consult your GM before 
  selecting any of these new options.
  Mist Child: When the changeling has concealment or total 
  concealment, the miss chance of attacks against her increases 
  by 5%. This racial trait replaces hulking changeling.
  Object of Desire: The changeling adds +1 to her caster 
  level when casting charm person and charm monster. This 
  replaces green widow.
  Ocean’s Daughter: The changeling gains a +1 trait bonus 
  on Swim checks. She automatically succeeds at Swim 
  checks made to avoid nonlethal damage from swimming. 
  This racial trait replaces sea lungs.
  FAVORED CLASS OPTIONS
  The following options are available to all changelings 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of the oracle’s curse ability.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Witch: Add one spell from the witch spell list to the 
  witch’s familiar. This spell must be at least one level below 
  the highest spell level she can cast. If the witch ever replaces 
  her familiar, the new familiar knows these bonus spells. 
  RACIAL ARCHETYPES 
  The following racial archetype is available to changelings.
  Changeling Racial Traits
  +2 Wisdom, +2 Charisma, –2 Constitution: Changelings are frail, but are clever and comely.
  Medium: Changelings are Medium creatures and have no bonuses or penalties 
  due to their size.
  Humanoid: Changelings are humanoids with the changeling subtype.
  Normal Speed: Changelings have a base speed of 30 feet.
  Hag Racial Trait: The changeling inherits one of the following racial 
  traits, depending on her mother’s hag type:
  Hulking Changeling (Annis Hag): The changeling gains a +1 
  racial bonus on melee damage.
  Green Widow (Green Hag): The changeling gains a +2 racial bonus 
  on Bluff checks against creatures that are sexually attracted to her.
  Sea Lungs (Sea Hag): The changeling may hold her breath 
  for a number of rounds equal to three times her Constitution 
  before she risks drowning.
  Claws: Changelings’ fingernails are hard and sharp, granting 
  them two claw attacks (1d4 points of damage each).
  Natural Armor: Changelings have a +1 natural armor bonus.
  Darkvision: Changelings can see in the dark up to 60 feet.
  Languages: Changelings begin play speaking Common and the 
  primary language of their host society. Changelings with high Intelligence 
  scores can choose from the following: Aklo, Draconic, Dwarven, Elven, 
  Giant, Gnoll, Goblin, and Orc.
  184
  184
  
  Dreamweaver (Witch)
  A changeling dreamweaver draws upon her hag heritage 
  to ply the dream realms in order to touch mortal minds 
  and souls, for good or ill. A dreamweaver witch has the 
  following class features.
  Class Skills: The dreamweaver adds Sense Motive to her 
  list of class skills and removes Healing from her list of 
  class skills. 
  Patron: A dreamweaver’s patron is normally portents or 
  stars (Pathfinder RPG Ultimate Magic 83).
  Spells: A dreamweaver replaces some of her patron’s 
  spells with the following: 2nd—sow thoughts (see below), 
  4th—dust of twilight (Pathfinder RPG Advanced Player’s Guide), 
  6th—deep slumber, 8th—modify memory, 10th—dream, 12th—
  cloak of dreams (Advanced Player’s Guide), 14th—ethereal jaunt, 
  16th—moment of prescience, 18th—astral projection.
  Dream Spinner (Su): At 2nd level, when a dreamweaver 
  casts a mind-affecting spell on a target that is sleeping 
  because of her slumber hex or a spell she cast, she adds +1 
  to the mind-affecting spell’s DC. If the target succeeds at 
  the saving throw against the spell, it does not wake up, nor 
  does it have any recollection of having resisted a spell. If 
  appropriate, the dreamweaver may incorporate elements 
  of a mind-affecting spell (i.e., sow thought, suggestion, and 
  so on) into the target’s subconscious so it believes the 
  spell’s effects originated in its dreams (the details of how 
  these elements fit into the dream is up to the GM). This 
  ability replaces the witch’s hex gained at 2nd level.
  Dream Thief (Su): At 6th level, a dreamweaver can alter 
  the sleeping mind of any creature that is sleeping because 
  of her slumber hex or a spell she cast. She can reshape 
  one of the target’s memories as if using modify memory. 
  Alternatively, she may insert herself into the dreaming 
  memories of the target, prompting the target’s mind 
  to show her some specific information; the dreamer’s 
  subconscious may resist, or try to deceive her with out-of-
  context memories, similar to the way a corpse can resist 
  when questioned with speak with dead. A Will save negates 
  either effect (DC equal to that of the witch’s hex). Whether 
  or not the save is successful, a creature cannot be the target 
  of this hex again for 1 day. This ability replaces the witch’s 
  hex gained at 6th level.
  Dream Possession (Su): At 10th level, a dreamweaver 
  can take control of any creature that is sleeping because of 
  her slumber hex or a spell she cast. This effect functions 
  as magic jar, using the witch’s familiar acting as the soul 
  receptacle. A Will save negates either effect (DC equal to that 
  of the witch’s hex). Whether or not the save is successful, a 
  creature cannot be the target of this hex again for 1 day. This 
  ability replaces the witch’s hex gained at 10th level.
  Hexes: The following hexes complement the dreamweaver 
  archetype: charm, slumber (Advanced Player’s Guide); beast of 
  ill-omen (Ultimate Magic). 
  Major Hexes: The following major hexes complement 
  the dreamweaver archetype: nightmare, vision (Advanced 
  Player’s Guide). 
  Grand Hexes: The following major hexes complement 
  the dreamweaver archetype: eternal slumber (Advanced 
  Player’s Guide); dire prophecy (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to changelings. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Changeling Feats
  Changelings have access to the following feat.
  Mother’s Gift
  You inherit a special boon from your hag parent.
  Prerequisite: Changeling. 
  Benefit: Your dark legacy manifests in one of the 
  following ways. You choose the manifestation when you 
  choose the feat, and once selected it cannot be changed.
  Hag Claws (Ex): You gain a +1 bonus on attack and 
  damage rolls with your claws.
  Surprisingly Tough (Ex): Your natural armor bonus increases 
  by +1.
  Uncanny Resistance (Su): You gain spell resistance equal 
  to 6 + your character level.
  Special: You can gain this feat up to three times. Its 
  effects do not stack. Each time you take the feat, you must 
  select a different manifestation.
  Changeling Spells
  Changelings have access to the following new spell.
  SOW THOUGHT
  School enchantment (compulsion) [mind-affecting]; Level bard 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration permanent
  Save Will negates; Spell Resistance yes
  You plant an idea, concept, or suspicion in the mind of the 
  subject. The target genuinely believes that the idea is his own, 
  but is not required to act upon it. If the idea is contrary to the 
  target’s normal thoughts (such as making a paladin think, “I 
  should murder my friends”) the target may suspect mind-
  altering magic is at play. The idea must be fairly clear, enough 
  so that it can be conveyed in one or two sentences. You do not 
  need to share a common language for the spell to succeed, 
  but without a common language you can only sow the most 
  basic rudimentary ideas.
  185
  185
  Uncommon Races
  Uncommon Races 3
  
  Duergar
  Duergar dwell in subterranean caverns far from the touch 
  of light. They detest all races living beneath the sun, but 
  that hatred pales beside their loathing of their surface-
  dwarf cousins. Dwarves and duergar once were one race, but 
  the dwarves left the deeps for their mountain strongholds. 
  Duergar still consider themselves the only true dwarves, 
  and the rightful heirs of all beneath the world’s surface. 
  In appearance, duergar resemble gray-skinned dwarves, 
  bearded but bald, with cold, lightless eyes. They favor taking 
  captives in battle over wanton slaughter, save for surface 
  dwarves, who are slain without hesitation. Duergar view 
  life as ceaseless toil ended only by death. Though few can 
  be described as anything other than vile and cruel, duergar 
  still value honor and rarely break their word.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected 
  instead of existing duergar racial 
  traits. Consult your GM 
  before selecting any of 
  these new options.
  Blood Enmity: Duergar have long warred against their 
  dwarven cousins and the hated drow. Duergar with this 
  racial trait receive a +1 racial bonus on attack rolls against 
  humanoid creatures of the dwarf or elf subtypes. This 
  racial trait replaces the invisibility spell-like ability.
  Daysighted: The cruel light of the sun harms some 
  duergar less than others. Such duergar lack the light 
  sensitivity racial trait, but have darkvision of only 60 feet.
  Deep Magic: Duergar spellcasters labor long to overcome 
  the inborn spell resistance held by so many of their 
  underground foes. Duergar with this racial trait receive a 
  +2 racial bonus on caster level checks made to overcome 
  spell resistance and a +2 racial bonus on dispel checks. This 
  racial trait replaces the enlarge person and invisibility spell-
  like abilities.
  Dwarf Traits: Duergar can select any dwarf racial trait 
  that replaces stability. They can select dwarf racial traits 
  that replace the hardy dwarf racial trait by giving up 
  duergar immunities instead.
  FAVORED CLASS OPTIONS
  The following options are available to all duergar who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Cleric: Add a +1/2 bonus on checks made to craft 
  magic items.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  bull rush or trip attempt.
  Inquisitor: Add +1/6 to the number of times per day the 
  inquisitor can use the judgment class feature.
  Duergar Racial Traits
  +2 Constitution, +2 Wisdom, –4 Charisma: Duergar are 
  hearty and observant, but also belligerent.
  Medium: Duergar are Medium creatures and have no bonuses 
  or penalties due to their size.
  Dwarf: Duergar are humanoids with the dwarf subtype.
  Slow and Steady: Duergar have a base speed of 20 feet, but their 
  speed is never modified by armor or encumbrance.
  Superior Darkvision: Duergar can see in the dark up to 120 feet.
  Duergar Immunities: Duergar are immune to paralysis, phantasms, and poison. 
  They gain a +2 racial bonus on saves against spells and spell-like abilities.
  Stability: Duergar receive a +4 racial bonus to their CMD against bull rush or 
  trip attempts while on solid ground.
  Spell-Like Abilities: A duergar can use enlarge person and invisibility once each 
  per day, using its character level as its caster level and affecting itself only. 
  Light Sensitivity: Duergar are dazzled in areas of bright light. 
  Languages: Duergar begin play speaking Common, Dwarven, and 
  Undercommon. Duergar with high Intelligence scores can choose from the 
  following: Aklo, Draconic, Giant, Goblin, Orc, and Terran.
  186
  186
  
  RACIAL ARCHETYPES
  The following racial archetype is available to duergar.
  Gray Disciple (Monk)
  The gray disciple contemplates the inner voice of duergar 
  magic and the silent eternity of stone, mastering these 
  dual mysteries and combining them to deadly effect.
  Fade from Sight (Sp): At 4th level, as a swift action, the 
  gray disciple can become invisible (as the invisibility spell) 
  for 1 round by spending 1 ki point. To use this ability, the 
  gray disciple must already have invisibility as a spell-like 
  ability. This ability replaces slow fall and still mind.
   Gray Heart (Sp): At 6th level, as a swift action, the gray 
  disciple can enlarge himself (as the enlarge person spell) 
  for 1 minute by spending 1 ki point. To use this ability, the 
  gray disciple must already have enlarge person available as 
  a spell-like ability. This ability replaces high jump and 
  the bonus feat gained at 6th level.
  Born in Darkness (Sp): At 7th level, as a standard 
  action, the gray disciple can radiate darkness (as the spell, 
  except originating from the disciple’s person) for 1 round 
  per level by spending 1 ki point. This ability replaces 
  wholeness of body.
  Earth Glide (Su): At 12th level, as a swift action, the gray 
  disciple can spend a ki point to walk through solid stone 
  for 1 round. This functions as the earth glide universal 
  monster ability. The gray disciple may continue earth 
  gliding as long as he spends 1 ki point every round as 
  a swift action. If he ceases earth gliding within a solid 
  object, he is violently ejected and takes 5d6 points of 
  damage. The gray disciple is not harmed by damage 
  caused to material he is earth gliding through, but a 
  stone to flesh spell cast upon it causes violent ejection as 
  described above. This ability replaces abundant step.
  Entomb (Su): At 15th level, a gray disciple can phase a 
  foe into solid rock, killing it instantly. To use this ability, 
  he expends 1 ki point as part of a bull rush or reposition 
  combat maneuver against a creature adjacent to unworked 
  earth or stone. If the attempt succeeds, the gray disciple 
  pushes his foe inside the rock using his earth glide 
  ability. If the creature succeeds at a Reflex save (DC 10 
  + 1/2 the gray disciple’s monk level + the gray disciple’s 
  Wisdom modifier), it is ejected in the nearest open space 
  and takes 5d6 points of damage. If it fails, it dies instantly 
  as its body merges with the surrounding stone. Entomb 
  is usable once per day, but a failed bull rush or reposition 
  attempt does not count as a use of the ability. Entomb has no 
  effect on creatures that can earth glide, are incorporeal, or 
  can otherwise can survive merging with a solid object. This 
  ability replaces quivering palm.
  Earthen Thrall (Sp): At 17th level, a gray disciple can 
  attempt to control a creature with the earth subtype once 
  per day. This ability is treated as dominate monster (DC 10 
  + 1/2 the gray disciple’s monk level + the gray disciple’s 
  Wisdom modifier), but is only effective against creatures 
  with the earth subtype, and the gray disciple can keep 
  only a single creature enthralled. If he attempts to control 
  a second creature with this ability, the first creature is 
  automatically released from domination whether or not 
  the second attempt succeeds. This ability replaces tongue 
  of the sun and moon and empty body.
  NEW RACIAL RULES
  The following options are available to duergar. At the 
  GM’s discretion, other appropriate races may make use 
  of these options.
  Duergar Equipment
  Duergar have access to the following equipment.
  Spellscorch: Refined from rare underground crystals, 
  this poison causes a burning headache that impedes 
  spellcasting. If the target fails its Fortitude save, for the 
  next minute the target must make a Concentration check 
  with a DC equal to 10 + spell level to cast a spell, and all 
  other concentration checks to cast spells take a –5 penalty.
  Duergar Feats
  Duergar have access to the following feats.
  Giant Steps
  When enlarged, your speed increases.
  Prerequisites: Duergar, slow and steady racial trait.
  Benefit: When your size increases to Large or larger, 
  your base speed increases by 20 feet. This increase 
  applies only if the effect that changed your size does not 
  alter your speed.
  Lingering Invisibility
  You remain briefly translucent after losing invisibility.
  Prerequisite: Duergar.
  Benefit: 
  When 
  your invisibility 
  ends, 
  you 
  gain 
  concealment for 1 round per minute of duration the 
  invisibility effect had remaining (minimum 1 round). This 
  only occurs if the invisibility is from your racial spell-like 
  ability or a spell you cast. Effects that negate invisibility 
  negate this concealment.
  Table 3–1: Duergar Poison
  Name 
  Type 
  Fort DC 
  Onset 
  Frequency 
  Effect 
  Cure 
  Cost
  Spellscorch 
  injury 
  14 
  — 
  1/rd. for 4 rds.  
  see text 
  1 save 
  200 gp
  187
  187
  Uncommon Races
  Uncommon Races 3
  
  Gillmen
  Gillmen are the remnants of a race of surface-dwelling 
  humanoids whose homeland was drowned in a great 
  cataclysm at the hands of the aboleth. The aboleths rescued 
  a few survivors, warping them into an amphibious race to 
  serve as emissaries to the surface world. Modern gillmen 
  remain reclusive and suspicious, scarred by both the loss of 
  their ancient heritage and the sure knowledge that aboleths 
  do nothing without expecting to profit from it. Physically 
  gillmen have expressive brows, pale skin, dark hair, and 
  bright purple eyes. Three slim gills mark each side of 
  their necks, near the shoulder, but they are otherwise close 
  enough in appearance to humans that they can pass as such 
  (for a time) without fear of detection.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing gillman racial traits. Consult your GM before 
  selecting any of these new options.
  Riverfolk: Some gillmen groups 
  live in colonies along vast 
  riverways, and have adapted 
  to living on land for much 
  longer periods. Gillmen 
  with this trait have a 
  thin coating of natural 
  oil that keeps their skin 
  from cracking even without 
  water. However, this natural oil also makes such gillmen 
  particularly susceptible to flames, and they gain vulnerability 
  to fire. This racial trait replaces water dependent.
  Slimehunter: Gillmen with this trait are from lineages 
  that have fought against aboleths since the aberrations 
  rescued their human ancestors. They receive a +2 racial 
  bonus on saving throws against aboleth spells, spell-
  like abilities, and supernatural abilities. This racial trait 
  replaces enchantment resistance.
  Throwback: Some gillmen are throwbacks to their land-
  dwelling human ancestors. Gillmen with this racial trait 
  do not have the amphibious trait, have the human subtype 
  instead of the aquatic subtype, have no swim speed or 
  bonuses to the Swim skill, cannot breathe water, and do 
  not have the water dependent racial trait.
  FAVORED CLASS OPTIONS
  The following options are available to all gillmen who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  favored class reward.
  Fighter: Add +1 to the fighter’s CMD when resisting two 
  combat maneuvers of the character’s choice.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Sorcerer: Add one spell known from the sorcerer spell 
  list. This spell must be at least one level below the highest 
  spell level the sorcerer can cast.
  Wizard: Add one spell from the wizard spell list to the 
  wizard’s spellbook. This spell must be at least one level 
  below the highest spell level he can cast.
  Gillman Racial Traits
  +2 Constitution, +2 Charisma, –2 Wisdom: Gillmen are vigorous and beautiful, but their 
  domination by the aboleths has made them weak-willed.
  Medium: Gillmen are Medium creatures and have no bonuses or penalties due to their size.
  Aquatic: Gillmen are humanoids with the aquatic subtype.
  Normal Speed: Gillmen have a base speed of 30 feet on land. As aquatic 
  creatures, they also have a swim speed of 30 feet, can move in water without 
  making Swim checks, and always treat Swim as a class skill.
  Amphibious: Gillmen have the aquatic subtype, but can breathe both 
  water and air. 
  Enchantment Resistance: Gillmen gain a +2 racial saving throw bonus 
  against non-aboleth enchantment spells and effects, but take a –2 
  penalty on such saving throws against aboleth sources.
  Water Dependent: A gillman’s body requires constant 
  submersion in fresh or salt water. Gillmen who spend more 
  than 1 day without fully submerging themselves in water risk 
  internal organ failure, painful cracking of the skin, and death 
  within 4d6 hours.
  Languages: Gillmen begin play speaking Common and Aboleth. 
  Gillmen with high Intelligence scores can choose from the following: 
  Aklo, Aquan, Draconic, and Elven.
  188
  188
  
  RACIAL ARCHETYPES
  The following racial archetype is available to gillmen.
  Eldritch Raider (Rogue)
  An eldritch raider is a rogue who seeks to unravel the 
  mysteries of the destruction of the gillmen’s homeland. 
  They explore old ruins that date back to the days of the old 
  human empire and track down relics and lore from its glory 
  days. An eldritch raider has the following class features.
  Class Skills: An eldritch raider adds Knowledge (arcana), 
  Knowledge (history), and Spellcraft to her list of class skills 
  and removes Disguise, Perform, and Sleight of Hand from 
  her list of class skills. 
  Skill Ranks per Level: 6 + Int modifier.
  Detect Magic (Sp): At 2nd level, an eldritch raider gains 
  the ability to use detect magic at will. The eldritch raider 
  treats her rogue level as her caster level for this ability. 
  This ability counts as the minor magic rogue talent for 
  purposes of qualifying for other rogue talents. This ability 
  replaces the rogue talent rogues gained at 2nd level.
  Eldritch Intuition (Ex): At 3rd level, an eldritch raider 
  gains an intuitive sense that allows her to more easily 
  activate sorcerer and wizard spell completion and spell 
  trigger items. She gains a +1 bonus on Use Magic Device 
  checks for this purpose. This bonus increases to +2 at 6th 
  level, +3 at 9th level, +4 at 12th level, +5 at 15th level, and +6 at 
  18th level. This ability replaces the trap sense class feature.
  New Talents: An eldritch raider has access to the following 
  new advanced talents when selecting rogue advanced talents.
  Major Eldritch Magic (Sp): The eldritch raider gains the 
  ability to cast a 3rd-level spell from the sorcerer/wizard 
  spell list two times per day as a spell-like ability. The 
  caster level for this ability is equal to her rogue level. The 
  save DC for this spell is 13 + her Intelligence modifier. The 
  eldritch raider must have an Intelligence of at least 13 to 
  select this talent. The eldritch raider must have the major 
  magic, minor eldritch magic, and minor magic rogue 
  talents before choosing this talent.
  Minor Eldritch Magic (Sp): The eldritch raider gains the 
  ability to cast a 2nd-level spell from the sorcerer/wizard 
  spell list two times per day as a spell-like ability. The caster 
  level for this ability is equal to her rogue level. The save DC 
  for this spell is 12 + her Intelligence modifier. The eldritch 
  raider must have an Intelligence of at least 12 to select this 
  talent. The eldritch raider must have the major magic and 
  minor magic rogue talents before choosing this talent.
  Rogue Talents: The following rogue talents complement 
  the eldritch raider archetype: major magic, minor magic, 
  quick disable, trap spotter (Core Rulebook); fast picks 
  (Advanced Player’s Guide); black market connections, 
  esoteric scholar, ninja trick (slow metabolism, wall 
  climber) (Ultimate Combat). 
  Advanced Talents: The following advanced rogue talents 
  complement the eldritch raider archetype: dispelling 
  attack, improved evasion, slippery mind (Core Rulebook); 
  major eldritch magic, minor eldritch magic (Advanced Race 
  Guide); thoughtful reexamination (Advanced Player’s Guide); 
  familiar, hard to fool (Ultimate Combat). 
  NEW RACIAL RULES
  The following options are available to gillmen. At the 
  GM’s discretion, other appropriate races may make use of 
  these as well.
  Gillman Equipment
  Gillmen have access to the following equipment.
  Sea-Knife: A sea-knife is a long-handled weapon with 
  a short blade. It is designed to be strapped to the ankle 
  or foot of the wielder, pointing downward and jutting 
  out beyond the wearer’s leg. Donning or removing a sea-
  knife is a full-round action. The wearer cannot use a leg 
  with a sea-knife strapped to it for walking or running. A 
  sea-knife can be used as a light melee weapon when the 
  wielder is swimming, flying, or prone. This allows the 
  wielder to use a two-handed weapon, or wield a weapon 
  with one hand and carry a shield, and still make off-hand 
  attacks with the sea-knife. Attacks made with a sea-knife 
  take a –2 circumstance penalty on attack rolls in addition 
  to all other attack penalties. 
  Gillman Spells
  Gillmen have access to the following new spell.
  ABOLETH’S LUNG
  School transmutation; Level cleric 2, druid 2, sorcerer/wizard 2, 
  witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (piece of seaweed)
  Range touch
  Target living creatures touched
  Duration 1 hour/level; see text
  Saving Throw Will negates; Spell Resistance yes
  The targets are able to breathe water, freely. However, they 
  can no longer breathe air. Divide the duration evenly among 
  all the creatures you touch. This spell has no effect on 
  creatures that can already breathe water.
  Table 3–2: Gillman Weapon
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Sea-knife 
  8 gp 
  1d3 
  1d4 
  19–20/×2 
  — 
  1 lb. 
  S 
  — 
  189
  189
  Uncommon Races
  Uncommon Races 3
  
  Gripplis
  Gripplis stand just over 2 feet tall and have mottled green-
  and-brown skin. Most gripplis are primitive hunter 
  gatherers, living on large insects and fish found near their 
  treetop homes, and are unconcerned about events outside 
  their swamps. The rare grippli who leaves the safety of the 
  swamp tends to be a ranger or alchemist seeking to trade 
  for metals and gems.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing grippli racial traits. Consult your GM before 
  selecting any of these new options.
  Glider: Gripplis’ aerodynamic bodies and thick webbing 
  between the toes enable a falling grippli to treat the 
  distance fallen as half the actual distance. The grippli 
  can steer himself while falling, 
  moving horizontally up to 
  a number of feet equal to 
  half the vertical distance 
  fallen. 
  The 
  grippli 
  cannot use this trait 
  if it is wearing heavy 
  armor, is carrying 
  a heavy load, or is 
  unable to react to 
  the fall (such as 
  being helpless). 
  This racial trait 
  replaces swamp 
  stride.
  Jumper: Gripplis with this trait are always considered 
  to have a running start when making Acrobatics checks to 
  jump. This racial trait replaces camouflage.
  Princely: The grippli gains proficiency with rapiers and a 
  +2 racial bonus on Diplomacy and Intimidate checks. This 
  racial trait replaces swamp stride and weapon familiarity. 
  Toxic Skin (Ex): Once per day as a swift action, a grippli 
  can create a poison that can be applied to a weapon or 
  delivered as a touch attack. Alternatively, the grippli can 
  smear the poison on its own body as a standard action, 
  affecting the first creature to hit it with an unarmed strike 
  or natural weapon. The poison loses its potency after 1 
  hour. The grippli is immune to its own poison. This racial 
  trait replaces swamp stride and camouflage.
  Grippli Poison: Skin or weapon—contact or injury; save 
  Fort DC 10 + 1/2 the grippli’s Hit Dice plus its Constitution 
  modifier; frequency 1/round for 6 rounds; effect 1d2 
  Dexterity damage; cure 1 save.
  FAVORED CLASS OPTIONS
  The following options are available to all gripplis who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add +1/4 to the number of toxic skin uses 
  per day.
  Druid: Add a +1/2 bonus on concentration checks. This 
  bonus doubles in a forest or swamp terrain.
  Gunslinger: Add a +1/4 bonus on attack rolls when 
  making a utility shot or a dead shot.
  Rogue: Add a +1/2 bonus on Perception checks while in 
  a forest or swamp.
  Ranger: Add a +1 racial bonus on Swim skill checks. 
  When this bonus reaches +8, the ranger gains a swim 
  speed of 15 feet (this does not grant the ranger another +8 
  racial bonus on Swim checks).
  Grippli Racial Traits
  +2 Dexterity, +2 Wisdom, –2 Strength: Gripplis are nimble and alert, but spindly.
  Small: Gripplis are Small creatures and gain a +1 size bonus to their AC, a +1 size 
  bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on 
  Stealth checks.
  Grippli: Gripplis are humanoids with the grippli subtype.
  Normal Speed: Gripplis have a base speed of 30 feet and a climb speed of 20 feet.
  Darkvision: Gripplis can see in the dark up to 60 feet.
  Camouflage: Gripplis receive a +4 racial bonus on Stealth checks in marshes and 
  forested areas.
  Swamp Stride (Ex): A grippli can move through difficult terrain at its normal speed while 
  within a swamp. Magically altered terrain affects a grippli normally.
  Weapon Familiarity: Gripplis are proficient with nets.
  Languages: Gripplis begin play speaking Common and Grippli. Gripplis with high 
  Intelligence scores can choose from the following: Boggard, Draconic, Elven, Gnome, Goblin, 
  and Sylvan.
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  RACIAL ARCHETYPES
  The following racial archetype is available to gripplis.
  Bogborn Alchemist (Alchemist)
  Some grippli alchemists are particularly attuned to the 
  swamps and the dangerous creatures that inhabit them; these 
  serve as their laboratories and research subjects, respectively. 
  These bogborn alchemists have the following class features.
  Class Skills: A bogborn alchemist adds Swim to his list 
  of class skills.
  Amphibious Mutagen (Ex): At 1st level, when a bogborn 
  alchemist uses a mutagen, he may choose to have his 
  mutagen form enhanced for aquatic movement. This gives 
  him the amphibious special quality, his feet elongate, and 
  the webbing between his fingers and toes expands, granting 
  a swim speed of 15 feet. This replaces throw anything.
  Discovery Options: A bogborn alchemist can select the 
  toxic skin grippli racial trait in place of an alchemical 
  discovery.
  Discoveries: The following discoveries complement the 
  bogborn alchemist archetype: chameleon (Advanced Race 
  Guide); concentrate poison, sticky poison (Advanced Player’s 
  Guide); nauseating flesh, poison conversion (Ultimate Combat); 
  bottled ooze, tanglefoot bomb, tentacle (Ultimate Magic).
  NEW RACIAL RULES
  The following options are available to gripplis. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Grippli Equipment
  Gripplis have access to the following equipment.
  Black Marsh Spider Venom: This potent spider venom 
  causes victims to become disoriented and lose muscle 
  control until eventually they collapse.
  Grippli Feats
  Gripplis have access to the following feat.
  Agile Tongue
  Your long pink tongue is capable of manipulating small 
  items and even stealing objects.
  Prerequisite: Grippli.
  Benefit: You have a prehensile tongue with a range of 
  10 feet. You can pick up items weighing no more than 5 
  pounds, make Sleight of Hand checks, perform the steal 
  or disarm combat maneuvers, or make melee touch attacks 
  with your tongue.
  Grippli Magic Items
  Gripplis have access to the following magic item.
  BUBBLE VAULT
  Aura faint transmutation; CL 5th
  Slot none; Price 1,500 gp; Weight —
  DESCRIPTION
  This tiny pearl swells to form a 1-foot-diameter soap-like 
  bubble when placed in water. Up to 5 cubic feet of goods 
  can be placed inside the bubble vault. On command, the 
  bubble sinks to the bottom of the water, automatically 
  burying itself 1 foot deep in the bottom ground if there 
  is mud or other loose material present. If the command 
  word is spoken three times within 30 feet of the bubble, 
  it rises to the surface of the water, at which time it can be 
  opened and the items within it retrieved. Once opened, the 
  bubble reverts to its pearl form for 24 hours. The bubble 
  is watertight but does not otherwise magically protect or 
  preserve its contents. If forced open, it has hardness 1 and 
  5 hit points.
  CONSTRUCTION
  Requirements Craft Wondrous Item, shrink item, unseen 
  servant; Cost 750 gp
  Table 3–3: Grippli Poison
  Name 
  Type Fort DC Onset 
  Frequency 
  Effect 
  Cure 
  Cost
  Black spider marsh poison injury 
  14 
  — 
  1/rd. for 6 rds. 1d4 Dex and confused for 1 rd. 2 consecutive saves 800 gp
  Grippli Discoveries
  The following new discoveries can be taken by any 
  alchemist who meets the prerequisites, but are more 
  common among gripplis.
  Chameleon (Su): An alchemist with this discovery can 
  shift the colors of his skin and equipment to blend in 
  with the surrounding terrain. He gains a +4 enhancement 
  bonus on Stealth checks. At 10th level, the bonus on 
  Stealth checks increases to +8.
  Deadly Excretions (Ex): When using his toxic skin ability, 
  the alchemist can choose to excrete a Constitution poison 
  instead of a Dexterity poison. This poison works the same 
  as the normal grippli toxic skin poison except that a failed 
  save deals 1 point of Constitution damage. The alchemist 
  must be at least 8th level and must have the toxic skin 
  racial trait before selecting this discovery.
  Underwater Demolition (Ex): The alchemist gains the 
  ability to throw bombs underwater (normally, thrown 
  weapons cannot be used underwater), including throwing 
  from the air into the water. If the bomb travels through 
  water, the range increment is reduced to 5 feet.
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  Uncommon Races
  Uncommon Races 3
  
  Kitsune
  Kitsune, or fox folk, are vulpine shapeshifters known for 
  their love of both trickery and art. Kitsune possess two 
  forms: that of an attractive human of slender build with 
  salient eyes, and their true form of an anthropomorphic 
  fox. Despite an irrepressible penchant for deception, 
  kitsune prize loyalty and make true companions. They 
  delight in the arts, particularly riddles and storytelling, 
  and settle in ancestral clans, taking their wisdom from 
  both the living and spirits.
  Quick-witted and nimble, kitsune make excellent bards 
  and rogues. It is not uncommon for one to pursue sorcery, 
  while those few born with white fur and pale eyes usually 
  become oracles.
  ALTERNATE RACIAL TRAITS 
  The following racial traits may be selected instead of 
  existing kitsune racial traits. Consult your GM before 
  selecting any of these new options.
     Fast Shifter (Su): You were born with an innate talent for 
  switching between your natural forms. Using your racial 
  change shape ability is a move action instead of a standard 
  action. This racial trait replaces kitsune magic.
  Gregarious (Ex): Even among your own kind, your 
  gift for making friends stands out.  Whenever you 
  successfully use Diplomacy to win over an individual, 
  that creature takes a –2 penalty to resist any of your 
  Charisma-based skill checks for the next 24 hours. This 
  racial trait replaces agile.
  FAVORED CLASS OPTIONS 
  The following options are available to all kitsune who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 
  bonus on Diplomacy checks to gather information.
  Druid: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Oracle: Reduce the penalty for not being proficient 
  for one weapon by 1. When the nonproficiency penalty 
  for a weapon becomes 0 because of this ability, the oracle 
  is treated as having the appropriate Martial or Exotic 
  Weapon Proficiency feat for that weapon.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Sorcerer: Add +1/4 to the DC of enchantment spells.
  RACIAL ARCHETYPES 
  The following racial archetype is available to kitsune.
  Kitsune Racial Traits 
  +2 Dexterity, +2 Charisma, –2 Strength: Kitsune are agile and companionable, but tend to be physically weak.
  Medium: Kitsune are Medium creatures and have no bonuses or penalties due to their size.
  Kitsune: Kitsune are humanoids with the kitsune and shapechanger subtypes.
  Normal Speed: Kitsune have a base speed of 30 feet.
  Low-Light Vision (Ex): Kitsune can see twice as far as humans in conditions of dim light.
  Change Shape (Su): A kitsune can assume the appearance of a specific single human form of the same sex. The kitsune 
  always takes this specific form when she uses this ability. A kitsune in human form cannot use her bite attack, but gains 
  a +10 racial bonus on Disguise checks made to appear human. Changing shape is a standard action. This ability 
  otherwise functions as alter self, except that the kitsune 
  does not adjust her ability scores.
  Agile (Ex): Kitsune receive a +2 racial bonus 
  on Acrobatics checks.
  Kitsune Magic (Ex/Sp): Kitsune add +1 
  to the DC of any saving throws against 
  enchantment spells that they cast. 
  Kitsune with a Charisma score of 11 
  or higher gain the following spell-like 
  ability: 3/day—dancing lights.
  Natural Weapons (Ex): In her natural 
  form, a kitsune has a bite attack that deals 1d4 
  points of damage.
  Languages: Kitsune begin play speaking 
  Common and Sylvan. Kitsune with high 
  Intelligence scores can choose from the following: any human 
  language, Aklo, Celestial, Elven, Gnome, and Tengu.
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  Kitsune Trickster (Rogue) 
  The kitsune trickster combines her sharpened wit with 
  minor arcane powers of charm and persuasion. She uses 
  her talents to spin convincing lies, riddles, and stories. A 
  trickster has the following class features.
  Kitsune’s Guile (Ex): At 1st level, a trickster relies on 
  her intellect as much as her personality. She adds her 
  Intelligence modifier on Bluff, Diplomacy, Disguise, and 
  Sense Motive checks. This ability replaces trapfinding.
  Kitsune’s Charm (Sp): At 3rd level, a kitsune trickster can 
  use charm person once per day as a spell-like ability (caster 
  level equal to her rogue level – 2). At 6th level, and every three 
  levels thereafter, the kitsune trickster gains an additional 
  daily use of this ability. This ability replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the kitsune trickster archetype: major magic, minor magic 
  (Core Rulebook); false friend, obfuscate story, steal the story 
  (see below); charmer, coax information, honeyed words 
  (Advanced Player’s Guide); convincing lie (Ultimate Combat).
  Advanced Talents: The following advanced rogue talents 
  complement the kitsune trickster archetype: skill mastery, 
  slippery mind (Core Rulebook); master of disguise (Advanced 
  Player’s Guide); rumormonger (Ultimate Combat).
  NEW RACIAL RULES 
  The following options are available to kitsune. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Kitsune Feats
  Kitsune have access to the following feats. See page 5 of 
  Pathfinder Player Companion: Dragon Empires Primer for the Fox 
  Shape, Swift Kitsune Shapechanger, and Vulpine Pounce feats.
  Magical Tail
  You grow an extra tail that represents your growing 
  magical powers. 
  Prerequisite: Kitsune.
  Benefit: You gain a new spell-like ability, each usable 
  twice per day, from the following list, in order: disguise self, 
  charm person, misdirection, invisibility, suggestion, displacement, 
  confusion, dominate person. For example, the first time you 
  select this feat, you gain disguise self 2/day; the second time 
  you select this feat, you gain charm person 2/day. Your caster 
  level for these spells is equal to your Hit Dice. The DCs for 
  these abilities are Charisma-based.
  Special: You may select this feat up to eight times. 
  Each time you take it, you gain an additional ability as 
  described above.
  Realistic Likeness
  When you are in human form, you can take the shape of 
  a specific individual.
  Prerequisite: Kitsune. 
  Benefit: You can precisely mimic the physical features of 
  any individual you have encountered. When you use your 
  racial change shape ability, you can attempt to take the form 
  of an individual, granting you a +10 circumstance bonus on 
  Disguise checks made to fool others with your impersonation. 
  Kitsune Magic Items
  Kitsune have access to the following magic item.
  KITSUNE STAR GEM 
  Aura faint transmutation; CL 1st (1st), 3rd (2nd), or 5th (3rd) 
  Slot none; Price 750 gp (1st), 3,000 gp (2nd), 6,750 gp (3rd); 
  Weight —
  DESCRIPTION
  This magical jewel glows like faerie fire, shedding light as a candle. 
  It acts as pearl of power, except it only allows a kitsune to recover a 
  spent use of a spell-like ability of the appropriate spell level.
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a 
  kitsune; Cost 365 gp (1st), 1,500 gp (2nd), or 3,375 gp (3rd)
  Rogue Talents
  The following new rogue talents can be taken by any 
  rogue who meets the prerequisites, but they are more 
  common among kitsune.
  False Friend (Ex): A rogue with this talent gains a +4 
  bonus when making Bluff checks to convince someone 
  she has never met or who doesn’t know her well that they 
  are previously acquainted or know each other well.
  Obfuscate Story (Ex): While another individual attempts 
  to give an account of an event, the rogue makes an opposed 
  Diplomacy check to deftly interject comments or statements 
  over the course of the storytelling that cause the individual 
  to muddle his ability to recall accurate or specific details. If 
  the rogue succeeds, her target remains unaware that the 
  rogue’s interjections caused the confusion. However, if she 
  fails, the target is allowed a Sense Motive check (DC equal 
  to the rogue’s failed Diplomacy check) to figure out that she 
  made deliberate attempts to confuse the story.
  Steal the Story (Ex): After muddling another’s account 
  using obfuscate story, the rogue may make another 
  opposed Diplomacy check to alter the details further in 
  order to discredit, insult, or humiliate the target. If the 
  check succeeds, the target takes a penalty on Diplomacy 
  and Intimidate checks against anyone who heard the altered 
  story. This penalty is equal to the rogue’s Intelligence, 
  Wisdom, or Charisma bonus (whichever is highest), and 
  lasts until the target is able to repair his reputation or 
  discredit the rogue. The rogue must have the obfuscate 
  story talent to select this talent.
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  Uncommon Races
  Uncommon Races 3
  
  Merfolk
  Merfolk have the upper torsos of well-built and attractive 
  humans and lower halves consisting of the tail and fins 
  of a great fish. Their hair and scales span a wide range of 
  hues, with merfolk in a given region closely resembling 
  each other. Merfolk can breathe air freely but move on dry 
  land only with difficulty, and rarely spend long periods 
  out of water. As a race, merfolk are insular and distrustful 
  of strangers, but individuals, especially adventuring 
  merfolk, break the mold and can be quite garrulous. 
  Merfolk concern themselves more with nature and the arts 
  than with morality and ethical debates, and have a strong 
  inclination toward neutral alignments.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of existing 
  merfolk racial traits. Consult your GM before 
  selecting any of these new options.
  Darkvision: Some merfolk favor 
  the lightless depths over shallower 
  waters. Merfolk with this racial trait gain darkvision with 
  a range of 60 feet and light sensitivity. This racial trait 
  replaces low-light vision.
  Seasinger: The beautiful voices of the merfolk are 
  legendary. A seasinger gains a +2 racial bonus on Perform 
  (sing) checks and a +1 racial bonus to the save DC of language-
  dependent spells. This racial trait replaces low-light vision.
  Strongtail: A few merfolk have broad, strong tails that 
  are more suited for land travel than the typical merfolk 
  tail. Merfolk with this racial trait have a land speed of 15 
  feet and a swim speed of 30 feet.
  FAVORED CLASS OPTIONS
  The following options are available to all merfolk who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Druid: Add +1 hit point to the druid’s animal companion. 
  If the merfolk ever replaces her animal companion, the new 
  animal companion gains these bonus hit points.
  Ranger: Add +1 hit point to the ranger’s animal companion. 
  If the ranger ever replaces his animal companion, the new 
  animal companion gains these bonus hit points.
  Sorcerer: Add +1/2 to the sorcerer’s caster level when 
  determining the range of any spells with the water descriptor.
  RACIAL ARCHETYPES
  The following racial archetype is available to merfolk.
  Wave Warden (Ranger)
  The wave warden patrols beneath the sea, preserving the 
  safety and secrets of merfolk communities. Though he fares 
  best beneath the water, dry land is no haven to his quarry.
  Deep Sentinel (Ex): A wave warden adds half his level 
  (minimum +1) on Perception checks made to notice 
  creatures underwater. This ability replaces track.
  Merfolk Racial Traits
  +2 Dexterity, +2 Constitution, +2 Charisma: Merfolk are graceful, hale, 
  and beautiful.
  Medium: Merfolk are Medium creatures and have no bonuses or penalties 
  due to their size.
  Slow Speed: Merfolk have a base speed of 5 feet. They have a swim speed 
  of 50 feet.
  Aquatic: Merfolk are humanoids with the aquatic subtype.
  Amphibious: Merfolk are amphibious, but prefer not to spend long periods out 
  of the water.
  Low-Light Vision: Merfolk have low-light vision.
  Armor: Merfolk have a +2 natural armor bonus.
  Legless: Merfolk have no legs, and cannot be tripped.
  Languages: Merfolk begin play speaking Common and Aquan. Merfolk with high 
  Intelligence scores can choose from the following: Aboleth, Aklo, Draconic, Elven, and Sylvan.
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  Aquatic Prowess Feat (Ex): At 2nd level and every four levels 
  thereafter, a wave warden selects a bonus feat that improves 
  his prowess in aquatic environments. He can choose these 
  feats even if he does not meet the prerequisites. Initially, he 
  may choose from the following feats: Dodge, Mobility, Net 
  Adept (Ultimate Combat), Net and Trident (Ultimate Combat), 
  Net Maneuvering (Ultimate Combat), Precise Shot, Rapid 
  Reload, Sea Hunter, and Two-Weapon Fighting. At 6th level, 
  he adds Improved Two-Weapon Fighting, Net Trickery 
  (Ultimate Combat), and Spring Attack to the list. At 10th 
  level, he adds Greater Two-Weapon Fighting and Improved 
  Precise Shot to the list. This ability otherwise functions like 
  and replaces the standard ranger’s combat style bonus feats, 
  including the limitations on armor worn.
  Favored Terrain (Ex): At 3rd level, a wave warden gains 
  water as a favored terrain. At 8th level and every five levels 
  thereafter, his bonus in aquatic terrain increases by +2. He 
  does not gain additional favored terrains. This otherwise 
  functions like the standard ranger’s favored terrain ability 
  and replaces that ability.
  Seaborn (Ex): At 7th level, a wave warden may move 
  through any sort of aquatic growth (such as coral or 
  seaweed) or across a wet surface at his normal speed and 
  without taking damage or suffering any other impairment. 
  Obstacles that are enchanted or magically manipulated 
  to impede motion still affect him. This ability replaces 
  woodland stride.
  Watery Summons (Sp): At 8th level, a wave warden can 
  summon allies once per day as a full-round action. This 
  functions as summon nature’s ally III, except it can only 
  be used to summon creatures with the aquatic or water 
  subtypes. At 11th level, this ability improves to summon 
  nature’s ally IV, with this progression continuing every 
  three levels thereafter. The warden’s caster level is equal to 
  his ranger level. This ability replaces swift tracker. 
  NEW RACIAL RULES
  The following options are available to merfolk. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Merfolk Equipment
  Merfolk have access to the following equipment.
  Underwater 
  Crossbow: 
  An 
  underwater 
  crossbow 
  functions like its normal counterpart above water, and can 
  be used underwater. When fired underwater, the crossbow 
  has a range increment of 20 feet. Anyone proficient with a 
  normal crossbow can use an underwater crossbow.
  Merfolk Equipment
  Ranged Weapons  
   
  Cost 
  Weight
  Underwater crossbow, heavy 
  100 gp 
  8 lbs.
  Underwater crossbow, light  
  70 gp 
  4 lbs.
  Merfolk Feats
  Merfolk have access to the following feat.
  Sea Hunter (Combat)
  Your blows knock swimming opponents off balance.
  Prerequisites: Combat Expertise, merfolk.
  Benefit: When you make a successful melee attack 
  against a swimming target, as a free action you can attempt 
  to knock the target off balance. Treat this as a trip combat 
  maneuver. If you succeed, the target is considered off 
  balance (see Table 13–7: Combat Adjustments Underwater 
  on page 433 of the Core Rulebook) until it recovers its 
  balance, usually by making a Swim check on its turn. This 
  feat has no effect on creatures with a swim speed, those 
  using magic such as freedom of movement, and creatures 
  that can’t be tripped.
  Merfolk Magic Items
  Merfolk have access to the following magic item.
  SEAFOAM SHAWL
  Aura faint transmutation; CL 5th
  Slot shoulders; Price 6,000 gp; Weight 1 lb.
  DESCRIPTION
  This shawl of delicate lace grants the benefits of the fins to feet 
  spell (see below) once per day.
  CONSTRUCTION
  Requirements Craft Wondrous Item, fins to feet; Cost 3,000 gp
  Merfolk Spells
  Merfolk have access to the following spell.
  FINS TO FEET
  School transmutation (polymorph); Level druid 3, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target willing creature touched
  Duration 1 hour/level (D)
  Save none; Spell Resistance yes
  You transform the target’s fins, flippers, or tail into legs and 
  feet, allowing it to walk on land. The target loses its swim 
  speed but gains a base speed appropriate for a humanoid of 
  its size (speed 30 if a Medium or larger creature, speed 20 if 
  Small). If the creature is immersed in water for 1 round, the 
  transformation reverts, allowing it to swim normally. One 
  round after leaving the water, the transformation occurs again, 
  allowing it to walk.
  This spell only works on merfolk, tritons, seals, fish, and other 
  creatures whose bodies or limbs are used mainly for swimming 
  and are not suitable for walking. It does not give the target the 
  ability to breathe air.
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  Uncommon Races
  Uncommon Races 3
  
  Nagaji
  The nagaji are a race of ophidian humanoids with scaled 
  skin that mimics the dramatic appearance of true nagas. 
  Like serpents, they have forked tongues and lidless eyes, 
  giving them an unblinking gaze that most other races find 
  unnerving. Their physical forms are otherwise humanlike, 
  raising wary speculation about their origins. It is widely 
  believed that true nagas created them as a servitor race, 
  through crossbreeding, magic, or both, and indeed nagaji 
  revere nagas as living gods. Nagaji often inspire awe and 
  fear among other humanoids, as much for their mysterious 
  ancestry as for their talent for both swords and sorcery. 
  ALTERNATE RACIAL TRAITS 
  The following racial trait may be selected instead of  an existing 
  nagaji racial trait. Consult your GM before selecting this option.
  Hypnotic Gaze (Sp): The nagaji’s gaze is so intense it 
  stops others in their tracks. Once per day, it can attempt to 
  hypnotize a single target, as per the spell hypnotism (caster 
  level equal to the nagaji’s Hit Dice). The DC of this effect is 
  equal to 11 + the nagaji’s Charisma modifier. The effects of 
  the hypnotic gaze only last a single round. This racial trait 
  replaces serpent’s sense.
  FAVORED CLASS OPTIONS 
  The following options are available to all nagaji who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add +1 on Craft (alchemy) checks to craft 
  poison and +1/3 on the DCs of poisons the alchemist creates.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  grapple or trip attempt.
  Monk: Add +1/4 point to the monk’s ki pool.
  Summoner: Add +1 hit point to the summoner’s eidolon.
  RACIAL ARCHETYPES 
  The following racial archetype is available to nagaji.
  Naga Aspirant (Druid)
  The naga aspirant follows the ancient beliefs and engages in 
  the rituals of a druidic sect dedicated to the transcendence 
  of her nagaji form through absolute devotion to nagas 
  and naga gods. Through acting as a herald to the naga 
  deities, the aspirant is rewarded with the ability to unlock 
  her ultimate spirit form and become a true naga. A naga 
  aspirant has the following class features.
  Aspirant’s Bond (Ex): A naga aspirant gains a spiritual 
  connection to the serpentine deities worshiped by the nagas. 
  At 1st level, and each time she gains a druid level, she may add 
  one of the following spells to her druid spell list.
  0—acid splash, bleed, daze, mage hand, open/close, ray of 
  frost; 1st—charm person, divine favor, expeditious retreat, mage 
  armor, magic missile, ray of enfeeblement, shield, shield of faith, 
  silent image, true strike; 2nd—acid arrow, detect thoughts, 
  invisibility, mirror image, scorching ray, see invisibility; 3rd—
  dispel magic, displacement, fireball, lightning bolt, suggestion; 
  4th—divine power, greater invisibility.
  This ability replaces spontaneous casting.
  Nagaji Racial Traits 
  +2 Strength, +2 Charisma, –2 Intelligence: Nagaji are strong and have forceful personalities, 
  but tend to ignore logic and mock scholastic pursuits.
  Medium: Nagaji are Medium creatures and have no bonuses or penalties due to their size.
  Reptilian: Nagaji are humanoids with the reptilian subtype.
  Normal Speed: Nagaji have a base speed of 30 feet.
  Low-Light Vision: Nagaji can see twice as far as humans in conditions of dim light.
  Armored Scales: Nagaji have a +1 natural armor bonus from their scaly flesh.
  Resistant (Ex): Nagaji receive a +2 racial saving throw bonus against 
  mind-affecting effects and poison.
  Serpent’s Sense (Ex): Nagaji receive a +2 racial bonus on 
  Handle Animal checks against reptiles, and a +2 racial bonus on 
  Perception checks.
  Languages: Nagaji begin play speaking Common and 
  Draconic. Nagaji with high Intelligence scores 
  can choose from the following: any 
  human tongue, Abyssal, Aklo, 
  Celestial, Draconic, Giant, 
  Infernal, and Sylvan.
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  Aspirant’s Enlightenment (Ex): At 4th level, a naga 
  aspirant gains a +4 bonus on saving throws against the 
  spell-like abilities, supernatural abilities, and poison of 
  nagas. This ability replaces resist nature’s lure.
  Naga Shape (Su): At 6th level, the naga aspirant can use her 
  wild shape ability (gained at 4th level, as normal) to assume 
  the form of a true naga. This effect functions in a similar 
  manner to a shapechange spell with the following exception. 
  The druid’s true naga form is unique, representing her 
  personal evolution. When taking naga form, the nagaji’s body 
  transforms into that of a large serpent, though she keeps her 
  own head. The naga aspirant loses her limbs and her size 
  increases by one category, granting her a +4 size bonus to 
  Strength and Constitution, a –2 penalty to Dexterity, and a +2 
  enhancement bonus to her natural armor bonus. She gains a 
  +10 enhancement bonus to land speed and a bite attack that 
  deals 1d6 points of damage. She can cast verbal spells in this 
  form, but cannot cast spells with other components without 
  metamagic or feats such as Natural Spell. This otherwise 
  works like and replaces wild shape.
  Augmented Form (Su): At 9th level and every four levels 
  thereafter, a naga aspirant can choose one of the following 
  abilities to enhance her naga form. Once chosen, this 
  augmentation cannot be changed and always applies to her 
  naga form. The caster level for these abilities is equal to her 
  druid level, and unless otherwise stated, the DC is equal 
  to 10 + 1/2 the druid’s class level + the druid’s Charisma 
  bonus. This ability replaces venom immunity, a thousand 
  faces, and timeless body.
  Charming Gaze (Sp): The druid gains a gaze attack that 
  affects creatures within 30 feet as a charm person spell.
  Darkvision (Su): The druid gains darkvision with a range 
  of 60 feet.
  Detect Thoughts (Su): The druid can use detect thoughts at will.
  Guarded Thoughts (Ex): The druid gains a +2 racial bonus 
  on saves against charm effects and immunity to any form 
  of mind reading (such as detect thoughts).
  Poison Immunity (Ex): The druid gains immunity to all 
  poisons. The druid’s naga form must have at least one 
  poison-based natural attack in order to select this ability.
  Poisonous Sting (Ex): The druid’s stinger becomes 
  venomous. The naga form must have a tail stinger to take 
  this ability. Sting—injury; save Fort DC 10 + 1/2 the druid’s 
  class level + the druid’s Constitution modifier; frequency 1 
  round; effect sleep for 2d4 minutes; cure 1 save.
  Spit Venom (Ex): The naga form can spit her venom up to 30 
  feet as a standard action. This is a ranged touch attack with 
  no range increment. Any opponent hit by this attack must 
  make a successful save (see above) to avoid the effect. The 
  naga form must have a venomous bite to take this ability.
  Sting (Ex): The naga form grows a stinger on the end of 
  her tail, granting her a sting natural attack that deals 1d6 
  points of piercing damage.
  Swim (Ex): The naga form gains a swim speed equal to 
  her base speed.
  Tough Scales (Ex): The druid’s enhancement bonus to her 
  natural armor increases by +2. The druid may select this 
  ability more than once. Its effects stack.
  Venomous Bite (Ex): The naga form’s bite attack becomes 
  poisonous. Bite—injury; save Fortitude DC 10 + 1/2 the druid’s 
  class level + the druid’s Constitution modifier; frequency 1/
  round for 6 rounds; effect 1 Constitution damage, cure 1 save. 
  True Naga (Su): At 20th level, a naga aspirant 
  metamorphoses into a unique naga. Her wild shape form 
  becomes her natural form, though she can transform into her 
  original nagaji shape at will. Her creature type permanently 
  changes to aberration. This ability replaces wildshape (at will).
  NEW RACIAL RULES 
  The following options are available to nagaji. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Nagaji Feats
  Nagaji have access to the following feat.
  Spit Venom (Combat)
  You have mastered the nagaji warrior technique of spitting 
  venom into your opponent’s eyes.
  Prerequisite: Nagaji.
  Benefit: As a full-round action, you can spit poison up 
  to 10 feet as a ranged touch attack. If you hit, the target 
  must make a successful Fortitude save or be blinded for 
  1d6 rounds. The DC of this save is equal to 10 + 1/2 your 
  total Hit Dice + your Constitution modifier. You can use 
  this ability once per day plus one additional time per day 
  for every three Hit Dice you have.
  Nagaji Magic Items
  Nagaji have access to the following magic item.
  NAGAJI SCALE POLISH
  Aura moderate evocation; CL 7th
  Slot none; Price 1,400 gp; Weight 1/2 lb.
  DESCRIPTION
  This small clay urn contains a scintillating paste which works 
  like imbue with spell ability, except the spell effect is not limited 
  to cleric spells. Any caster may casts spells into the jar. The 
  creature that applies the paste to its scales (a standard action) 
  gains the ability to cast the imbued spells (assuming it has 
  enough Hit Dice and the requisite ability scores). Only a 
  reptilian creature (such as a dragon or a humanoid with the 
  reptilian subtype) can use the polish to cast spells.
  CONSTRUCTION
  Requirements Craft Wondrous Item, imbue with spell ability or 
  mnemonic enhancer; Cost 700 gp
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  Uncommon Races
  Uncommon Races 3
  
  Samsarans
  Mysterious humanoids with pale blue flesh and 
  transparent blood like the waters of a trickling brook, 
  samsarans are ancient creatures even in their youth. A 
  samsaran’s life is not a linear progression from birth 
  to death, but rather a circle of birth to death to rebirth. 
  Whenever a samsaran dies, it reincarnates anew as a young 
  samsaran to live a new life. Her past memories remain 
  vague and indistinct—and each new incarnation is as 
  different a creature and personality as a child is to a parent. 
  Samsarans appear similar to humans, with dark hair 
  and solid white eyes with no pupils or irises. Skin tones 
  are generally shades of light blue.
  ALTERNATE RACIAL TRAITS 
  The following racial trait may be selected instead of 
  existing samsaran racial traits. 
  Consult your GM before selecting 
  this new options.
  Mystic Past Life (Su): 
  You can add spells from 
  another 
  spellcasting 
  class to the spell list of 
  your current spellcasting class. You add a number of spells 
  equal to 1 + your spellcasting class’s key ability score bonus 
  (Wisdom for clerics, and so on). The spells must be the 
  same type (arcane or divine) as the spellcasting class you’re 
  adding them to. For example, you could add divine power to 
  your druid class spell list, but not to your wizard class spell 
  list because divine power is a divine spell. These spells do not 
  have to be spells you can cast as a 1st-level character. The 
  number of spells granted by this ability is set at 1st level. 
  Changes to your ability score do not change the number of 
  spells gained. This racial trait replaces shards of the past.
  FAVORED CLASS OPTIONS 
  The following options are available to all samsarans who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Monk: Add a +1/2 bonus on the monk’s saving throws to 
  resist death attacks.
  Oracle: Add one spell known from the oracle spell list. 
  This spell must be at least one level below the highest spell 
  level the oracle can cast.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Wizard: Add one spell from the wizard spell list to the 
  wizard’s spellbook. This spell must be at least one level 
  below the highest spell level the wizard can cast.
  Samsaran Racial Traits 
  All samsarans are humanoids with the samsaran subtype. They have the following 
  racial traits.
  +2 Intelligence, +2 Wisdom, –2 Constitution: Samsarans are insightful and 
  strong-minded, but their bodies tend to be frail.
  Medium: Samsarans are Medium creatures and have no bonuses or penalties 
  due to their size.
  Normal Speed: Samsarans have a base speed of 30 feet.
  Low-Light Vision (Ex): Samsarans can see twice as far as humans in conditions 
  of dim light.
  Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made 
  to resist death effects, saving throws against negative energy effects, Fortitude 
  saves made to remove negative levels, and Constitution checks made to stabilize if 
  reduced to negative hit points.
  Samsaran Magic (Sp): Samsarans with a Charisma score of 11 or higher gain the 
  following spell-like abilities: 1/day—comprehend languages, deathwatch, and stabilize. 
  The caster level for these effects is equal to the samsaran’s level.
  Shards of the Past (Ex): A samsaran’s past lives grant her bonuses on two 
  particular skills. A samsaran chooses two skills—she gains a +2 racial bonus on 
  both of these skills, and they are treated as class skills regardless of what class 
  she actually takes.
  Languages: Samsarans begin play speaking Common and Samsaran. 
  Samsarans with high Intelligence scores can choose from the following: 
  any human language, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, 
  Ignan, Infernal, Nagaji, Tengu, and Terran.
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  RACIAL ARCHETYPES 
  The following racial archetype is available to samsarans.
  Reincarnated Oracle (Oracle)
  A reincarnated oracle draws her knowledge and power 
  from the experiences of her previous lives. Her memories 
  guide her through a spiritual ascension leading the way 
  to her ultimate incarnation. A reincarnated oracle has the 
  following class features.
  Recommended Mysteries: ancestor, lore, time.
  Oracle’s Curse: A reincarnated oracle must choose the 
  haunted or tongues curse at 1st level.
  Bonus Spells: see alignment (Ultimate Combat, 2nd), detect 
  thoughts (4th), contact other plane (10th), moment of prescience 
  (16th), overwhelming presence (Ultimate Magic, 18th). These 
  spells replace the oracle’s mystery bonus spells at these levels.
  Revelations:  A reincarnated oracle must take the 
  following revelations at one of the listed levels.
  Location Memories (Su): As a swift action, you may search 
  your past lives for memories of or insight about your 
  current location. This grants you the scent ability, low-light 
  vision, and a +2 insight bonus on Perception and Survival 
  checks for 1 minute. 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 or 3rd level.
  Spirit Memories (Su): Once per day, you call upon the 
  unfulfilled desires and goals of your past lives and project 
  their frustration and despair through your eyes at a target. 
  This is a gaze attack affecting one creature. The target 
  must make a Will save (DC 10 + 1/2 your oracle level + your 
  Charisma modifier) or be sickened and staggered for 1 
  round. This is a mind-affecting compulsion effect. You 
  can use this ability a number of times per day equal to 3 + 
  your Charisma modifier. You must take this revelation at 
  1st, 3rd, or 7th level.
  NEW RACIAL RULES 
  The following options are available to samsarans. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Samsaran Equipment
  Samsarans have access to the following equipment.
  Samsaran Life Wheel: This handheld wooden spool 
  spins freely within a boxlike housing. Inscribed upon the 
  exterior of the spool are dozens of samsaran prayers along 
  with names or symbols associated with a samsaran’s past 
  lives. Samsarans believe that spinning the wheel during 
  meditation strengthens the spiritual connections between 
  their former lives. If a samsaran meditates with her 
  wheel for at least 10 minutes about a Knowledge (history) 
  question relating to her own history or the histories of her 
  past lives, she gains a +1 insight bonus on the check.
  Samsaran Equipment
  Item 
   Cost  
  Weight 
  Samsaran life wheel 
  25 gp 
  1/2 lb.
  Samsaran Feats
  Samsaran have access to the following feat. 
  Life’s Blood
  Your blood flows with eternal life, and its healing powers 
  allow you use your blood to heal others.
  Prerequisite: Samsaran.
  Benefit: At will as a full-round action, you may perform 
  a special bloodletting ritual through which you sacrifice 
  some of your own vitality to heal another creature. When 
  using this feat, you take 1d4 points of damage and apply 
  your blood to the wounds of a living creature, healing it for 
  a number of hit points equal to the amount of damage you 
  took from the ritual. This is a supernatural ability. Only you 
  can perform this bloodletting. A creature cannot be healed 
  by this ability more than once per day.
  Samsaran Magic Items
  Samsarans have access to the following magic item.
  INCENSE OF MANY FATES
  Aura moderate divination; CL 11th
  Slot none; Price 3,300 gp; Weight 1 lb.
  DESCRIPTION
  When used during meditation, this incense allows a 
  samsaran’s consciousness to pass through past or future lives 
  to learn more about an important person, place, or thing. 
  This functions like legend lore, but only works if the subject is 
  at hand. The transcendental state lasts 1 hour, during which 
  she can take no other actions. If she is disrupted during the 
  meditation, the incense’s effect is lost. Creatures other than 
  samsarans can use this incense, but the connections to other 
  lives are weaker and require a deeper meditation that takes 24 
  hours. Each block of incense lasts for 1 use.
  CONSTRUCTION
  Requirements Craft Wondrous Item, legend lore; Cost 1,650 gp
  Samsaran Spells
  Samsarans have access to the following spell.
  KARMIC BLESSING
  School divination [good]; Level cleric 1, witch 1
  Casting Time 1 standard action 
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Save Will negates (harmless); Spell Resistance yes (harmless)
  The target treats one skill of your choice as a class skill.
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  Uncommon Races
  Uncommon Races 3
  
  Strix
  Human neighbors tell horrific tales of slaughter woven 
  with frightened suspicion when speaking of strix. Strix, 
  however, tell a tale of encroachment and a struggle for 
  land and resources. For ages, humans invaded strix lands 
  fighting bloody battles against the fierce, black-skinned 
  creatures they thought to be winged devils. Over time, 
  strix have developed a hatred for humankind and now 
  fiercely protect their dwindling numbers.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing strix racial traits. Consult your GM before 
  selecting any of these new options.
  Dayguard: Familiar with watching over its tribe during 
  the day, the strix gains a +2 racial 
  bonus on Perception checks and 
  treats Perception as a class skill. 
  This racial trait replaces nocturnal.
  Frightening: The strix looks particularly menacing 
  and use this to its advantage, gaining a +2 racial bonus on 
  Intimidate checks. This racial trait replaces nocturnal.
  Nimble: The strix receives a +1 racial bonus on Reflex 
  saves. This replaces the suspicious racial trait.
  Tough: The strix receives a +1 racial bonus on Fortitude 
  saves. This racial trait replaces suspicious.
  Wing-Clipped: The flight of wing-clipped strix is weaker 
  than normal, whether from deformity or injury. Their fly 
  speed is 20 feet (poor) instead of the normal fly speed, and 
  they must make a DC 30 Fly check to fly upward. Ostracized 
  by their tribes and forced to deal with other races, these 
  strix compensate for their weakness by gaining a +2 racial 
  bonus on Bluff, Climb, and Diplomacy checks.
  FAVORED CLASS OPTIONS
  The following options are available to all strix who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Barbarian: Add +1 to the barbarian’s total number of 
  rage rounds per day.
  Fighter: Add +1/4 to the attack roll bonus from the strix’s 
  hatred racial trait.
  Monk: Add +1/4 point to the monk’s ki pool.
  Ranger: Add +1/2 round to the duration of the bonus 
  granted to the companions of the ranger using his hunter’s 
  bond ability.
  Strix Racial Traits
  +2 Dexterity, -2 Charisma: Strix are swift and elusive, but 
  tend to be stubborn and swift to anger.
  Strix: Strix are humanoids with the strix subtype.
  Medium: Strix are Medium creatures and have no bonuses 
  or penalties due to their size.
  Normal Speed: Strix have a base speed of 30 feet on land. 
  They also have a fly speed of 60 feet (average).
  Low-Light Vision: Strix can see twice as far as humans in 
  conditions of dim light.
  Darkvision: Strix can see in the dark up to 60 feet.
  Hatred: Strix receive a +1 racial bonus on attack rolls against 
  humanoid creatures with the human subtype because of 
  their special training against these hated foes.
  Nocturnal: Strix gain a +2 racial bonus on Perception 
  and Stealth checks in dim light or darkness.
  Suspicious: Strix receive a +2 racial bonus on saving 
  throws against illusion spells and effects.
  Languages: Strix begin play speaking Strix. Those 
  with high Intelligence scores can choose from 
  the following: Auran, Common, Draconic, Giant, 
  Gnome, Goblin, Infernal.
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  RACIAL ARCHETYPES
  The following racial archetype is available to strix.
  Airborne Ambusher (Fighter)
  Driven by suspicion and hatred, strix doggedly guard their 
  territories, making deadly use of their flight. Using swift 
  strikes from above, strix plummet onto their foes with 
  lethal force.
  Weapon and Armor Proficiency: An airborne ambusher 
  is not proficient with heavy armor or tower shields.
  Class Skills: An airborne ambusher adds Fly to his list of 
  class skills and removes Climb from his list of class skills.
  Combat Flyer (Ex): At 2nd level, an airborne ambusher 
  may use his fighter bonus feats to select Flyby Attack and 
  Hover. This replaces bravery.
  Aerobatics (Ex): At 5th level, an airborne ambusher 
  may make a Fly check instead of an Acrobatics check to 
  move through a threatened area or an enemy’s space. This 
  replaces weapon training 1.
   Flying Dodger (Ex): At 9th level, when an airborne 
  ambusher flies at least half its fly speed on its turn, it gains 
  a +1 dodge bonus to AC for 1 round. This bonus increases 
  to +2 at 11th level and +4 at 17th level. This ability replaces 
  weapon training 2.
  Plummeting Charge (Ex): At 13th level, if an airborne 
  ambusher flies at least half its fly speed as part of a 
  charge, it gains a +2 racial bonus on the attack roll (in 
  addition to the normal charge bonus) and a +4 bonus on 
  its critical confirmation roll. These bonuses improve to 
  +4 and +6 at 17th level. This replaces weapon training 3 
  and 4.
  NEW RACIAL RULES
  The following options are available to strix. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Strix Equipment
  Strix have access to the following equipment.
  Snag Net: This short, wide net is covered in barbed 
  loops and slipknots. It works like a typical net exotic 
  weapon, except it has the trip weapon special feature. 
  If you entangle an opponent and hold the trailing rope, 
  on your turn in place of a melee attack you may make a 
  trip combat maneuver check against that opponent; if 
  you succeed, you may trip the opponent or deal 1 point 
  of piercing damage to the opponent. The concentration 
  DC  to cast while entangled in a snag net is 17 + the spell’s 
  level. The Escape Artist DC to escape a snag net is 22.
  Strix Feats
  Strix have access to the following feat.
  Stretched Wings
  You strengthen your crippled wings.
  Prerequisites: Str 13, Skill Focus (Fly), strix, wing-
  clipped racial trait.
  Benefit: Your strix racial fly speed increases to 60 feet 
  (average). You ignore the wing-clipped trait’s Fly check 
  requirement to fly upward.
  Strix Magic Items
  Strix have a fondness for magic items like this one.
  STONEMIST CLOAK
  Aura faint conjuration (creation) and illusion; CL 3rd
  Slot shoulders; Price 3,500 gp; Weight 1 lb.
  DESCRIPTION
  In rocky or mountainous areas, when this stone-gray cloak is 
  worn with the hood drawn up around the head, the wearer gains 
  a +5 competence bonus on Stealth checks. Once per day, the 
  wearer can create an area of fog equivalent to obscuring mist.
  CONSTRUCTION
  Requirements Craft Wondrous Item, invisibility, obscuring 
  mist; Cost 1,750 gp
  Strix Spells
  Strix have access to the following spell.
  STRONG WINGS
  School transmutation; Level druid 1, ranger 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level
  Save Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  The target’s wings grow more powerful, causing its fly speed 
  to increase by +10 feet and its maneuverability to improve 
  by one category (to a maximum of good). This increase 
  counts as an enhancement bonus. This spell has no effect 
  on wingless creatures or winged creatures that cannot fly.
  Table 3–4: Strix Weapon 
  Exotic Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Two-Handed Melee Weapons
  Net, snag 
  30 gp 
  see text 
  see text 
  — 
  10 ft. 
  10 lbs. 
  P 
  Trip, see text
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  Uncommon Races
  Uncommon Races 3
  
  Sulis
  Sulis, or suli-jann, are the descendents of mortals and jann. 
  They manifest their otherworldly heritage in adolescence, 
  or when awakened by an encounter with a genie. Strong 
  and attractive, these dynamic individuals can call forth 
  elemental energies to augment their prowess in combat. 
  Neither genie nor quite human, sulis stand in two worlds 
  and often feel as if they don’t belong to either.
  ALTERNATE RACIAL TRAITS 
  The following racial trait may be selected instead of 
  existing suli racial traits. Consult your GM before 
  selecting this new option.
  Energy Strike (Su): A suli with this racial trait has a 
  stronger connection to one energy type than to the other 
  three used by sulis. Choose one energy type: acid, cold, 
  electricity, or fire. The suli’s elemental assault ability can 
  only deal energy damage of this type. The suli has resistance 
  5 to this energy type and no racial resistance to the other 
  three types. While her elemental assault is active, the suli 
  gains an additional ability based on the chosen energy type.
  Earthfoot (acid): Whenever the suli moves through 
  difficult terrain related to earth and stone 
  (rubble, mud, sand, and so on), she may 
  move through 5 feet of that difficult 
  terrain each round as if it were normal 
  terrain. This allows the suli to take a 5-foot step into that 
  difficult terrain. Other kinds of difficult terrain (ice, 
  caltrops, foliage, and so on) affect the suli normally.
  Firehand (fire): Instead of adding damage to a melee 
  attack, the suli may hurl a piece of her arm-flames as if 
  it were a thrown weapon. The suli makes a ranged touch 
  attack; if the attack hits, the target takes 1d6 points of fire 
  damage. The flames have a range increment of 10 feet.
  Icewalk (cold): The suli can walk on water-based liquids 
  as if using water walk, except instead of hovering above the 
  surface, she creates a temporary layer of ice that supports 
  her and immediately melts once she moves away from it. 
  This ice is not slippery to the suli and does not affect her 
  balance or speed, though other ice affects her normally. 
  Other creatures cannot travel on this ice, but the suli may 
  carry a creature while moving.
  Shockshield (electricity): Once per round as an immediate 
  action, the suli can shock a creature that touches or 
  attacks her with a natural attack, unarmed strike, or 
  metal melee weapon, dealing 1d6 points of electricity 
  damage to the creature.
  This racial trait otherwise works like and replaces 
  elemental assault.
  FAVORED CLASS OPTIONS 
  The following options are available to all sulis who have the 
  listed favored class, and unless otherwise stated, the bonus 
  applies each time you select the favored class reward.
  Suli Racial Traits
  +2 Strength, +2 Charisma, –2 Intelligence: Sulis are brawny 
  and charming, but slow-witted.
  Native Outsider: Sulis are outsiders with the native subtype.
  Medium: Sulis are Medium creatures and have no bonuses 
  or penalties due to their size.
  Normal Speed: Sulis have a base speed of 30 feet.
  Low-Light Vision: Sulis can see twice as far as humans 
  in dim light.
  Negotiator: Sulis are keen negotiators, and gain a +2 racial 
  bonus on Diplomacy and Sense Motive checks. 
  Elemental Assault (Su): Once per day as a swift action, a suli can shroud her arms in 
  acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed 
  as a free action. Unarmed strikes with her arms or hands (or attacks with 
  weapons held in those hands) deal +1d6 points of damage of the appropriate 
  energy type. 
  Energy Resistance 5: Sulis have resistance to acid 5, cold 5, electricity 5, 
  and fire 5.
  Languages: Sulis begin play speaking Common and one elemental 
  language (Aquan, Auran, Ignan, or Terran). Sulis with high Intelligence 
  scores can choose from the following: Aquan, Auran, Draconic, 
  Ignan, and Terran.
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  Magus: Add +1/4 point to the magus’s arcane pool.
  Monk: Add +1/2 point of damage to elemental assault.
  Ranger: Add +1 to acid resistance, cold resistance, 
  electricity resistance, or fire resistance.
  RACIAL ARCHETYPES
  The following racial archetype is available to sulis.
  Elemental Knight (Magus)
  Elemental knights are born with elemental energies 
  surging through their blood and discover the secret of 
  reconciling and focusing this primal power into the arcane. 
  An elemental knight has the following class features.
  Elemental Arcana (Su): At 3rd level, elemental knights may 
  select the following magus arcana available only to them.
  Assault Synergy (Su): As a swift action, the elemental 
  knight can expend 1 round of duration from elemental 
  assault to add +1d6 points of energy damage to an offensive 
  spell he casts that round. The spell must have the acid, 
  cold, electricity or fire descriptor. This extra energy 
  damage matches the energy damage of the spell. At 10th 
  level, he may expend 2 rounds instead of 1 to add +2d6 
  points of energy damage to the spell.
  Energy Reflection (Su): This functions like the reflection 
  magus arcana, except it only works on spells that deal acid, 
  cold, electricity, or fire damage. As long as the elemental 
  knight spends at least 1 point from her arcane pool to activate 
  this arcana, he may expend rounds of elemental assault as if 
  they were arcane pool points. For example, the knight could 
  spend 1 arcane pool point and 3 rounds of elemental assault 
  to reflect a spell of 4th-level or lower. The elemental knight 
  must be at least 12th level before selecting this arcana.
  Energy Resistance Boost (Su): As a swift action, the 
  elemental knight can expend 1 point from his arcane pool 
  or 1 round of elemental assault to increase all of his racial 
  energy resistances by +5 for 1 round.
  Elemental Matrix (Su): At 4th level, an elemental knight 
  gains Incremental Elemental Assault (see below) as a bonus 
  feat. In addition, at 4th level, as a swift action, an elemental 
  knight may expend rounds of duration from her elemental 
  assault ability. For every 4 rounds expended, he gains 1 
  arcane pool point. This ability replaces spell recall.
  Magus Arcana: The following magus arcana complement 
  the elemental knight archetype: empowered magic, pool 
  strike, spell shield.
  NEW RACIAL RULES
  The following options are available to sulis. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Suli Equipment
  Sulis have access to the following equipment.
  Elemental Flux: This flask of alchemical powder reacts 
  to the elemental power in suli blood. Adding at least 1 hit 
  point worth of suli blood to it creates an alchemical splash 
  weapon. The splash weapon works like a flask of acid, 
  except the damage is a random energy type (acid, cold, 
  electricity, or fire). A DC 10 Craft (alchemy) check identifies 
  what energy type the activated flask has. The activated 
  flux retains its power for 24 hours before becoming inert 
  material. The Craft (alchemy) DC to create this is 20.
  Suli Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Elemental flux (flask) 
  20 gp 
  1 lb. 
  20
  Suli Feats
  Sulis have access to the following feats.
  Extra Elemental Assault
  You have unlocked greater elemental power.
  Prerequisite: Suli.
  Benefit: Your elemental assault ability lasts an additional 
  2 rounds per day.
  Special: You can take this feat multiple times. Its effects stack.
  Incremental Elemental Assault
  You may activate and quench your elemental assault ability 
  multiple times per day.
  Prerequisite: Suli.
  Benefits: You may use your elemental assault ability in 
  1-round increments, up to a maximum number of rounds 
  per day equal to your character level. These rounds do 
  not have to be consecutive. Activating the ability is a swift 
  action; ending it is a free action.
  Normal: You can use elemental assault once per day. It 
  lasts a number of rounds equal to your class level.
  Suli Spells
  Sulis have access to the following spell.
  IMBUE WITH ELEMENTAL MIGHT
  School evocation [see text]; Level cleric 2, magus 2, sorcerer/
  wizard 2
  Components V, S
  Duration 24 hours or until discharged (D)
  Save Will negates (harmless); Spell Resistance yes (harmless)
  This spell functions like imbue with spell ability, except you 
  transfer the use of your elemental assault ability to the 
  target. The target must have an Intelligence score of at least 
  5 to use the ability. The imbued elemental assault functions 
  exactly like yours, except the ability’s duration is based on 
  the target’s level or Hit Dice. Once you cast this spell, you 
  cannot use your elemental assault ability until the duration 
  of the spell is over.
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  Uncommon Races
  Uncommon Races 3
  
  Svirfneblin
  In the dark below earth, svirfneblin protect their enclaves, 
  keeping their small communities safe from the terrors 
  of the lightless depths. Serious creatures with slate-gray 
  skin, these gnomes vary greatly from their surface cousins 
  by choosing to live in the shadowy depths and protect 
  the world above from the foul creatures sharing their 
  chambers, vaults, and tunnels.
  ALTERNATE RACIAL TRAITS
  The following racial traits may be selected instead of 
  existing svirfneblin racial traits. Consult your GM before 
  selecting any of these new options.
  Healthy: Svirfneblin gain a +4 bonus on Fortitude saves 
  against disease and poison, including magical diseases. 
  This racial trait replaces fortunate.
  Stoneseer: Svirfneblin add +1 to the caster level of any 
  spells with the earth descriptor they cast. Svirfneblin 
  also gain the following spell-like abilities: Constant—
  nondetection; 1/day—magic stone, stone shape, stone tell; caster 
  level equals the svirfneblin’s class levels. This racial trait 
  replaces svirfneblin magic.
  FAVORED CLASS OPTIONS
  The following options are available to all svirfneblin 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  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.
  Oracle: Add one spell known from the oracle 
  spell list. This spell must be at least one level below the 
  highest spell level the oracle can cast.
  Ranger: Add DR 1/magic to the ranger’s animal 
  companion. Each additional time the ranger selects this 
  benefit, the DR/magic increases +1/2 (maximum DR 10/
  magic). If the ranger ever replaces his animal companion, 
  the new companion gains this DR.
  Svirfneblin Racial Traits
  –2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma: Svirfneblin are fast and 
  observant but relatively weak and emotionally distant.
  Gnome: Svirfneblin are humanoids with the gnome subtype.
  Small: Svirfneblin are Small creatures and gain a +1 size bonus to their AC, a 
  +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size 
  bonus on Stealth checks.
  Defensive Training: Svirfneblin gain a +2 dodge bonus to Armor Class.
  Senses: Svirfneblin have darkvision 120 ft. and low-light vision.
  Fortunate: Svirfneblin gain a +2 racial bonus on all saving throws.
  Skilled: Svirfneblin gain a +2 racial bonus on Stealth checks; this improves to a 
  +4 bonus underground. They gain a +2 racial bonus on Craft (alchemy) checks and 
  Perception checks.
  Hatred: Svirfneblin receive a +1 bonus on attack rolls against humanoid creatures 
  of the reptilian and dwarven subtypes due to training against these hated foes.
  Stonecunning: Svirfneblin gain stonecunning as dwarves (Core Rulebook 21).
  Spell Resistance: Svirfneblin have SR equal to 11 + their class levels.
  Svirfneblin Magic: Svirfneblin add +1 to the DC of any illusion spells they cast. 
  Svirfneblin also gain the following spell-like abilities: Constant—nondetection; 1/day—
  blindness/deafness, blur, disguise self; caster level equals the svirfneblin’s class levels.
  Languages: Svirfneblin begin play speaking Gnome and Undercommon. Those 
  with high Intelligence scores can choose from the following: Aklo, Common, 
  Draconic, Dwarven, Elven, Giant, Goblin, Orc, and Terran.
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  RACIAL ARCHETYPES
  The following racial archetype is available to svirfneblin.
  Deep Bomber (Alchemist)
  Consumed with keeping hidden from the horrors below 
  the surface, svirfneblin use their racial proclivity for 
  alchemy and their inherent talent for obfuscation to strike 
  their enemies from the darkness and retreat unseen. A 
  deep bomber has the following class features. 
  Silent Bomb: At 2nd level, when the deep bomber creates 
  a bomb, he can choose to have it explode without making 
  any noise, although those damaged by it may cry out. This 
  ability replaces poison use.
  Targeting Bomb*: At 3rd level, when the deep bomber 
  creates a bomb, he can choose to have its detonation 
  include a faerie fire effect that applies to all creatures 
  within the splash radius (including the target, if any). This 
  ability replaces swift alchemy (the deep bomber gains swift 
  alchemy at 18th level and never gains instant alchemy).
  Stonekin: At 6th level, the deep bomber automatically 
  learns tree shape as a 2nd-level extract, except instead of a tree, 
  he takes the form of a stalagmite that is the same size as his 
  current size. At 7th level, he automatically learns meld into stone 
  as a 3rd-level extract. This ability replaces swift poisoning.
  Discoveries: The following discoveries complement the 
  deep bomber archetype: delayed bomb, dispelling bomb, 
  fast bombs, infusion, madness bomb, poison bomb.
  NEW RACIAL RULES
  The following options are available to svirfneblin. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Svirfneblin Equipment
  Svirfneblin have access to the following equipment.
  Jolting Dart: This alchemically grown crystal dart 
  builds up an electrical charge when thrown. A creature 
  struck by the dart takes normal piercing damage and 1d6 
  points of electricity damage. Anyone proficient in darts 
  can use a jolting dart. Once thrown, the dart is destroyed.
  Svirfneblin Feats
  Svirfneblin have access to the following feat.
  Stoic Pose
  You can hold yourself as still as a statue, evading detection.
  Prerequisite: Svirfneblin.
  Benefit: By spending 5 rounds finding a suitable location, 
  you can hold yourself so still that you appear to be a Small 
  object such as a pile of rocks. This allows you to make a 
  Stealth check without cover or concealment, as long as you 
  do not move or take any other actions.
  Svirfneblin Spells
  Svirfneblin have access to the following spells.
  EARTH GLIDE
  School transmutation [earth]; Level alchemist 4, druid 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target can pass through stone, dirt, or almost any other sort of 
  earth except metal as easily as a fish swims through water, traveling 
  at a speed of 5 feet. If protected against fire damage, it can move 
  through lava. This movement leaves behind no tunnel or hole, nor 
  does it create any ripple or other sign of its presence. It requires as 
  much concentration as walking, so the subject can attack or cast 
  spells normally, but cannot charge or run. Casting move earth on an 
  area containing the target flings the target back 30 feet, stunning 
  it for 1 round (DC 15 Fortitude negates). This spell does not give 
  the target the ability to breathe underground, so when passing 
  through solid material, the creature must hold its breath.
  Table 3–5: Svirfneblin Weapon
  Martial Weapons 
  Cost 
  Dmg (S) 
  Dmg (M) 
  Critical 
  Range 
  Weight 
  Type 
  Special
  Ranged Weapons
  Jolting dart 
  100 gp 
  1d3 
  1d4 
  ×2 
  20 ft. 
  1/2 lb. 
  P 
  See text
  Svirfneblin Discoveries
  The following new discoveries can be taken by any 
  alchemist who meets the prerequisites, but are more 
  common among svirfneblin.
  Darkness Bomb*: When the alchemist creates a bomb, 
  he can choose to have it suppress light sources on the 
  target. This extinguishes nonmagical light sources carried 
  by the target and dispels magical light sources for 1 round/
  level as deeper darkness.
  Glassfoot Bomb*: When the alchemist creates a bomb, 
  he can choose to have it cover the ground in volatile 
  jagged crystals in addition to its normal effects. These 
  crystals act like caltrops, evaporating into a smelly but 
  harmless gas in 2d6 rounds.
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  Uncommon Races
  Uncommon Races 3
  
  Vanaras
  Vanaras are intelligent, monkeylike humanoids that live 
  in deep, warm forests and lush jungles. A vanara’s body 
  is covered in a thin coat of soft fur, and individuals with 
  chestnut, ivory, and even golden coats are common. Despite 
  their fur, vanaras can grow lengthy hair on their head just as 
  humans can, and both male and female vanaras take pains 
  to wear elaborate hairstyles for important social functions. 
  The hair on a vanara’s head matches the color of its fur. All 
  vanaras have long, prehensile tails and handlike feet capable 
  of well-articulated movements. A vanara stands slightly 
  shorter and weighs slightly less than a typical human.  
  ALTERNATE RACIAL TRAITS 
  The following racial traits may be selected instead of 
  existing vanara racial traits. Consult your GM before 
  selecting any of these new options.
  Tree Stranger: Some vanaras 
  have 
  spent 
  their 
  lives 
  among humans in centers 
  of learning instead of 
  traditional treetop homes. 
  These vanaras treat all 
  Knowledge skills as class 
  skills, but lose their climb 
  speed racial trait. 
  Whitecape: The rare whitecape vanara clans have more in 
  common with savanna-dwelling baboons than the jungle-
  dwelling monkeys that most vanaras resemble.  Their 
  stooping build grants them a +4 racial bonus to CMD when 
  resisting a bull rush or trip. These vanaras usually have a 
  thick mane of hair on the head and shoulders (called a “cape”) 
  and shorter tails. This racial trait replaces prehensile tail.
  FAVORED CLASS OPTIONS 
  The following options are available to all vanaras who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Alchemist: Add +1/2 to the alchemist’s bomb damage.
  Druid: Add a +1/2 bonus on wild empathy checks and a 
  +1/2 bonus on Handle Animal skill checks.
  Fighter: Add +1 to the fighter’s CMD when resisting a 
  reposition or trip attempt.
  Monk: Add a +1 bonus on Acrobatics checks made to 
  jump.
  Ranger: Add +1/4 dodge bonus to Armor Class against 
  the ranger’s favored enemies.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  RACIAL ARCHETYPES 
  The following racial archetype is available to vanaras.
  Treetop Monk (Monk)
  While many vanaras follow traditional monastic training 
  and traditions, others learn to blend exotic combat and the 
  mysterious forces of ki with the natural world, allowing them 
  to move through trees and overgrowth to deliver devastating 
  attacks. A treetop monk has the following class features.  
  Branch Runner (Ex): At 3rd level, a treetop monk adds 
  half the base speed bonus from his fast movement ability 
  to his racial climb speed. This ability replaces still mind.
  Vanara Racial Traits
  +2 Dexterity, +2 Wisdom, –2 Charisma. Vanaras are agile and insightful, but 
  are also rather mischievous.
  Vanara: Vanaras are humanoids with the vanara subtype.
  Medium: Vanaras are Medium creatures and have no bonuses or penalties due to 
  their size.
  Normal Speed: Vanaras have a base speed of 30 feet and a Climb speed of 30 feet.
  Low-Light Vision: A vanara can see twice as far as a human in dim light.
  Nimble: Vanaras have a +2 racial bonus on Acrobatics and Stealth checks.
  Prehensile Tail: A vanara has a long, flexible tail that she can use to carry objects. She cannot 
  wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on 
  her person as a swift action.
  Languages: Vanaras begin play speaking Common and Vanaran. Vanaras with high  
  Intelligence scores can choose from the following: Aklo, Celestial, Elven, Gnome, Goblin, 
  and Sylvan.
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  Wood Affinity (Su): At 5th level, a treetop monk may 
  expend 1 point from his ki pool as a free action to treat a 
  wooden object as if it were not broken for 1 minute (this 
  includes a weapon with a wooden haft such as an axe or 
  spear). At 8th level, as a free action, a treetop monk can 
  expend 1 point from his ki pool to use the Lunge feat with 
  any wooden or wood-hafted melee weapon. This ability 
  replaces purity of body.
  Freedom of Movement (Su): At 12th level, a treetop may 
  expend 1 point from his ki pool as a swift action to gain 
  the effects of freedom of movement for 1 round. This ability 
  replaces abundant step. 
  NEW RACIAL RULES 
  The following options are available to vanaras. At the GM’s 
  discretion, other appropriate races may also make use of 
  some of these.
  Vanara Equipment
  Vanaras are known to use equipment crafted from the 
  following material.
  Whipwood: Vanara woodworkers craft this extremely 
  flexible material in a time-consuming process. Whipwood 
  is actually a composite of several bendable wooden fibers 
  woven and fused together to form a flexible but sturdy 
  unit. Only wooden weapons or weapons with wooden hafts 
  (such as axes and spears) can be made out of whipwood. A 
  creature wielding a whipwood weapon treats its CMD as +2 
  higher for the purpose of avoiding sunder attempts against 
  that weapon. A whipwood weapon’s hit points increase by 
  +5. Whipwood loses its special qualities if under the effect 
  of an ironwood spell.
  Type of Whipwood Item 
  Cost Modifier
  Wooden or wood-hafted weapon 
  +500 gp
  Vanara Feats
  Vanaras have access to the following feat.
  Tree Hanger (Combat)
  You can use your tail to defend against trip attacks and to 
  hang from nearby protrusions.  
  Prerequisites: Acrobatics 1 rank, vanara.
  Benefit: You gain a +2 bonus to your CMD against all 
  trip attacks.  If your square has a branch or other sturdy 
  large object that you could hang from, as a swift action 
  you may make a DC 15 Acrobatics check to jump upward 
  and use your tail to hang from that object. While hanging, 
  you can’t be tripped, you ignore the effects of difficult 
  terrain in your square, and you gain a +2 bonus to your 
  CMD against bull rush, drag, and reposition attacks.  If 
  you leave that square (including if you are moved against 
  your will), you lose your grip on the object and are no 
  longer hanging. While hanging, you cannot use your tail 
  for anything else.
  Vanara Magic Items
  Vanaras have access to the following magic items.
  MERIDIAN BELT
  Aura moderate transmutation; CL 9th
  Slot belt; Price 1,000 gp; Weight 1 lb.
  DESCRIPTION
  This narrow cloth belt has a silver buckle in the shape of 
  four rings. The belt allows a creature to wear a magic ring 
  on each foot in addition to the ring on each hand, though 
  only two rings function at any given time. As a swift action, 
  the wearer can change which of his rings are active (both 
  hands, both feet, left hand and right foot, and so on). For 
  example, a creature could wear a ring of protection, ring of 
  energy resistance, ring of swimming, and ring of counterspells, 
  switching between any two of them as a swift action each 
  round as it desires.
  The belt does not change the type of action required to 
  activate a ring (for example, activating a ring of invisibility is 
  still a standard action), but allows the wearer to easily switch 
  between the constant powers of several worn rings. While 
  the belt is worn, wearing a ring on a foot counts toward 
  the attunement process of certain rings (such as a ring of 
  sustenance) even if the belt isn’t used to make that ring active 
  during that attunement period. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, polymorph; Cost 500 gp
  Vanara Spells
  Vanaras have access to the following spell.
  PREHENSILE PILFER
  School transmutation; Level alchemist 3, bard 3, magus 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  The target’s tail moves and acts more quickly, almost with a 
  mind of its own. When making a full-attack action, the target 
  may use its tail to make a dirty trick or steal combat maneuver 
  as a swift action. For the purpose of this attack, the target’s 
  tail is a natural weapon with a reach of 5 feet. This spell has 
  no effect on creatures lacking a prehensile tail. If the target 
  already has an extra attack from haste or a similar effect, this 
  spell only allows the tail to make dirty trick and steal combat 
  maneuvers, but does not grant an extra attack.
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  Uncommon Races
  Uncommon Races 3
  
  Vishkanyas
  Vishkanyas are a race of exotic humanoids with poisonous 
  blood. Possessed of an alien beauty, these graceful 
  humanoids see the world through serpentine eyes of 
  burnished gold. Their supple skin is covered with tiny 
  scales, often of a light green, which are sometimes arrayed 
  in patterns not unlike those of a serpent. They cannot be 
  generalized as good or evil, but since they truly speak with 
  forked tongues, they are content to accept the gold they’re 
  offered and leave questions of morality to others.
  ALTERNATE RACIAL TRAITS 
  The following racial traits may be selected instead of 
  existing vishkanya racial traits. Consult your GM before 
  selecting any of these new options.
  Sensual: You are trained in drawing attention to 
  yourself. You gain a 
  +2 bonus on any one 
  Perform skill. This 
  racial trait replaces 
  keen senses. 
  Subtle Appearance: You have normal (humanlike) 
  eyes, and your beauty is more conventional. You gain a 
  +4 bonus on Disguise checks to look fully human. This 
  racial trait replaces low-light vision.
  FAVORED CLASS OPTIONS 
  The following options are available to all vishkanyas 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Rogue: Add +1 to the rogue’s CMD when resisting a 
  grapple or reposition attempt.
  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.
  RACIAL ARCHETYPES 
  The following racial archetype is available to vishkanyas.
  Deadly Courtesan (Rogue)
  Skilled at manipulation and diversion, the deadly 
  courtesan builds up those around her and periodically 
  takes them down. She can be a spy, entertainer, assassin, 
  Vishkanya Racial Traits
  +2 Dexterity, +2 Charisma, –2 Wisdom: Vishkanyas are graceful and elegant, 
  but they are often irrational.
  Vishkanya: Vishkanyas are humanoids with the vishkanya subtype.
  Medium: Vishkanyas are Medium creatures and have no bonuses or penalties 
  due to their size.
  Normal Speed: Vishkanyas have a base speed of 30 feet.
  Low-Light Vision: Vishkanyas can see twice as far as humans in conditions of dim light.
  Keen Senses: Vishkanyas receive a +2 racial bonus on Perception checks.
  Limber: Vishkanyas receive a +2 racial bonus on Escape Artist and Stealth checks.
  Poison Resistance: A vishkanya has a racial bonus on saving throws against 
  poison equal to its Hit Dice.
  Poison Use: Vishkanyas are skilled in the use of poison and never accidentally 
  poison themselves when using or applying poison.
  Toxic: A number of times per day equal to his Constitution modifier (minimum 1/day), a 
  vishkanya can envenom a weapon that he wields with his toxic saliva or blood (using blood 
  requires the vishkanya to be injured when he uses this ability). Applying venom in this way 
  is a swift action.
  Vishkanya Venom: Injury; save Fort DC 10 + 1/2 the vishkanya’s Hit Dice + the vishkanya’s 
  Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.
  Weapon Familiarity: Vishkanyas are always proficient with blowguns, kukri, and shuriken.
  Languages: Vishkanyas begin play speaking Common and Vishkanya. Vishkanyas with high 
  Intelligence scores can choose from the following: Aklo, Draconic, Elven, Goblin, Sylvan,  
  and Undercommon.
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  bodyguard, or just an intimate to someone who needs it 
  most. A deadly courtesan has the following class features.
  Class Skills: At 1st level, a deadly courtesan adds 
  Knowledge (history) and Knowledge (nobility) to her list of 
  class skills and removes Knowledge (dungeoneering) from 
  her list of class skills.
  Bardic Performance (Su): At 2nd level, a deadly courtesan 
  gains the bardic performance ability and the fascinate 
  bardic performance. Her fascinate DC is 10 + 1/2 her rogue 
  level + her Charisma modifier. She can use this bardic 
  performance for a number of rounds per day equal to 1 + 
  her Charisma modifier. At each level after 2nd, she can use 
  bardic performance for 1 additional round per day. If the 
  courtesan also has bard levels, she may use these rounds for 
  either class’s fascinate bardic performance, and her bard 
  and rogue levels stack for determining her fascinate DC. 
  This ability replaces the rogue trick gained at 2nd level.
  Inspire Competence (Su): At 3rd level, a deadly courtesan 
  can use her bardic performance to inspire competence. 
  The bonus begins at +2 and increases by +1 for every six 
  levels the courtesan has attained beyond 3rd (+3 at 9th and 
  +4 at 15th). This ability replaces all levels of trap sense.
  Performance Strike (Sp): At 8th level, as a swift action, a 
  deadly courtesan may expend rounds of bardic performance 
  to gain a morale bonus on one attack roll. The amount of the 
  bonus is equal to the number of bardic performance rounds 
  expended (maximum bonus equal to 1/2 her deadly courtesan 
  level). This ability replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the deadly courtesan archetype: finesse rogue, stand up 
  (Core Rulebook); charmer, coax information, fast fingers, 
  honeyed words (Advanced Player’s Guide); convincing lie, 
  deft palm (Ultimate Combat).
  Advanced Talents: The following advanced rogue talents 
  complement the deadly courtesan archetype: slippery 
  mind (Core Rulebook); master of disguise (Advanced Player’s 
  Guide); rumormonger, unwitting ally (Ultimate Combat).
  NEW RACIAL RULES 
  The following options are available to vishkanyas. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Vishkanya Equipment
  Vishkanyas have access to the following equipment.
  Poison Tattoo: This henna-like paste creates a dark brown 
  tattoo on the hands or feet that fades over the next 2d6 days. 
  The tattoo temporarily boosts the strength of a vishkanya’s 
  natural poison, increasing the DC of the next weapon 
  envenomed with the vishkanya’s blood or saliva by +2 (once 
  used, the tattoo is merely decorative and does not affect the 
  creature’s poison). A typical tattoo consists of intricate whorls 
  and spiritual symbols on the hands or feet.
  Vishkanya Equipment
  Item 
  Cost 
  Weight 
  Craft DC
  Poison tattoo 
  50 gp 
  — 
  20
  Vishkanya Feats
  Vishkanyas have access to the following feat.
  Sleep Venom
  You can change the nature of your toxic spittle to put your 
  enemies to sleep.
  Prerequisite: Vishkanya.
  Benefit: As a swift action, you may alter the effects of 
  your venom so the target falls unconscious. This changes 
  the initial and secondary effect of your venom to the 
  following: initial effect staggered for 1d4 rounds; secondary 
  effect unconsciousness for 1 minute. You must make the 
  decision to alter your venom before you apply it to a weapon.
  Normal: Vishkanya venom deals Dexterity damage.
  Vishkanya Magic Items
  Vishkanyas have access to the following magic item.
  CORSET OF THE VISHKANYA
  Aura faint transmutation; CL 3rd
  Slot chest; Price 3,000 gp; Weight 1 lb.
  DESCRIPTION
  This black corset fits neatly beneath armor. As a free action, 
  the wearer can compress herself to fit through tight spaces 
  as though affected by a squeeze spell for up to 10 rounds per 
  day. While using the corset’s magic, she gains a +5 bonus on 
  Escape Artist checks.
  CONSTRUCTION
  Requirements Craft Wondrous Item, grease, squeeze (see 
  below); Cost 1,500 gp
  Vishkanya Spells
  Vishkanyas have access to the following spell.
  SQUEEZE
  School transmutation (polymorph); Level alchemist 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 minute/level
  Save Fortitude negates (harmless); Spell Resistance yes 
  (harmless)
  The target becomes flexible regardless of its actual size and 
  mass. It can move through areas at least half its size with 
  no penalty for squeezing. It can move through a space at 
  least one-quarter its width using the penalties for squeezing 
  through a space at least half its width. 
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  Uncommon Races
  Uncommon Races 3
  
  Wayangs
  The wayangs are a race of small supernatural humanoids 
  who trace their ancestry to the Plane of Shadows. They are 
  extremely gaunt, with pixielike stature and skin the color 
  of deep shadow. Deeply spiritual, they follow a philosophy 
  known as “The Dissolution,” which teaches that in passing 
  they may again merge into the shadow. They readily 
  express their beliefs through ritual scarification and skin 
  bleaching, marking their bodies with raised white dots 
  in ornate spirals and geometric patterns. Shy and elusive, 
  they live in small, interdependent tribes. Wayangs rarely 
  associate with outsiders. 
  ALTERNATE RACIAL TRAITS 
  The following racial trait may be selected instead of 
  existing wayang racial traits. Consult your GM before 
  selecting this new option.
  Dissolution’s Child: Once per day, you may change 
  your appearance to look as if you were little more than a 
  4-foot-tall area of shadow. Your physical form still exists 
  and you are not incorporeal—only your appearance 
  changes. This works like invisibility, except it only lasts 
  1 round per level (maximum 5 
  rounds). This is a supernatural ability. This racial trait 
  replaces shadow magic.
  FAVORED CLASS OPTIONS 
  The following options are available to all wayangs who have 
  the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Bard: Add one spell known from the wizard’s illusion 
  school spell list. This spell must be at least one level below 
  the highest spell level the bard can cast. The spell is treated as 
  being one level higher, unless it is also on the bard spell list.
  Oracle: Add one spell known from the wizard’s illusion 
  school spell list. This spell must be at least one level below 
  the highest spell level the oracle can cast. That spell is treated 
  as one level higher unless it is also on the oracle spell list.
  Sorcerer: Add +1/2 point of damage to any illusion spells 
  of the shadow subschool cast by the sorcerer.
  Summoner: Add +1 skill rank to the summoner’s eidolon.
  RACIAL ARCHETYPES 
  The following racial archetype is available to wayangs.
  Shadow Puppeteer (Bard)
  A shadow puppeteer invokes amazing and terrifying 
  shadow puppet shows, producing supernatural effects by 
  Wayang Racial Traits 
  +2 Dexterity, +2 Intelligence, –2 Wisdom: Wayang are nimble and cagey, but their perception 
  of the world is clouded by shadows.
  Wayang: Wayangs are humanoids with the wayang subtype.
  Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size 
  bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on 
  Stealth checks.
  Slow Speed: Wayangs have a base speed of 20 feet.
  Darkvision: Wayangs can see in the dark up to 60 feet.
  Light and Dark (Su): Once per day as an immediate action, a wayang can treat 
  positive and negative energy effects as if she were an undead creature, taking 
  damage from positive energy and healing damage from negative energy. 
  This ability lasts for 1 minute once activated.
  Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
  Shadow Magic: Wayangs add +1 to the DC of any saving throws 
  against spells of the shadow subschool that they cast. Wayangs 
  with a Charisma score of 11 or higher also gain the following 
  spell-like abilities: 1/day—ghost sound, pass without trace, and 
  ventriloquism. The caster level for these effects is equal to the 
  wayang’s level. The DC for these spells is equal to 10 + the spell’s level 
  + the wayang’s Charisma modifier.
  Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against 
  spells of the shadow subschool.
  Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high 
  Intelligence scores can choose from the following: any human language, Abyssal, Aklo, 
  Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.
  210
  210
  
  creating and manipulating shadow. A shadow puppeteer 
  has the following class feature.
  Bardic Performance: A shadow puppeteer gains the 
  following types of bardic performance. The character must 
  be able to perform shadow puppetry in order to activate 
  any of these abilities. Shadow puppetry uses Perform (act), 
  and requires a light source. These abilities replace all 
  levels of inspire courage and inspire competence.
  Shadow Servant (Sp): At 1st level, the puppeteer can 
  create a shadow servant to perform simple tasks. The 
  shadow servant is identical to an unseen servant (caster 
  level equal to the shadow puppeteer’s bard level), except 
  it appears as a formless shadow. Shadow servant relies on 
  visual components.
  Shadow Puppets (Sp): At 1st level, a shadow puppeteer can 
  use bardic performance to create one quasi-real shadowy 
  creature resembling a monster from the summon monster I 
  list. These shadowy creatures otherwise work like shadow 
  conjuration, and targets interacting with them get a Will 
  saving throw (DC 10 + 1/2 your bard level + your Charisma 
  bonus) to treat them as only 20% real. At 4th level and 
  every three levels thereafter, this ability acts like the next 
  higher version of summon monster (summon monster II at 
  4th level and so on).
  NEW RACIAL RULES 
  The following options are available to wayangs. At the 
  GM’s discretion, other appropriate races may also make 
  use of some of these.
  Wayang Equipment
  Wayangs have access to the following equipment.
  Shadow Stencils: This set of 10 elaborate metal 
  stencils are used in shadow puppetry to cast shadows of 
  highly stylized figures and objects. If used to aid in the 
  creation of any type of shadow spell or effect (including 
  shadow puppet bardic performances), a wayang adds a +1 
  competence bonus to her saving throw DC. Using a shadow 
  stencil requires one hand.
  Wayang Equipment
  Item 
   Cost  
  Weight 
  Shadow stencil set 
  30 gp 
  2 lbs.
  Wayang Feats
  Wayangs have access to the following feat.
  Shadowy Dash
  In dim light, you resemble little more than a shadow.
  Prerequisite: Wayang.
  Benefit: Whenever you are in an area of dim light or 
  darkness, you can move at full speed using Stealth without 
  taking the normal –5 penalty for doing so.
  Normal: When moving at more than half your speed 
  and up to your normal speed, you take a –5 penalty on 
  Stealth checks.
  Wayang Magic Items
  Wayangs have access to the following magic item.
  BAG OF SHADOW CLOUDS
  Aura moderate illusion; CL 7th
  Slot none; Price 30,240 gp; Weight 1 lb.
  DESCRIPTION
  Anyone peering into this bag of deep gray cloth sees nothing 
  but empty blackness. Within the bag exists an extradimensional 
  space linked to the Plane of Shadow. Three times per day, as 
  a move action, the bearer can reach within the bag and pull 
  out 1d4 semisolid shards of shadow. The bag’s bearer can use 
  each shard of shadow as a thrown weapon targeting a single 
  5-foot square. When it hits, it acts as a darkness spell, but only 
  affecting one 5-foot square. As a move action, the bearer of the 
  bag can move a shadow cloud up to 10 feet in any direction. 
  Whether or not they are thrown, the shards of shadow and 
  shadow clouds last 10 minutes before dissipating.
  CONSTRUCTION
  Requirements Craft Wondrous Item, darkness, shadow 
  conjuration; Cost 15,120 gp
  Wayang Spells
  Wayangs have access to the following spells.
  SHADOW ANCHOR
  School illusion (shadow) [shadow]; Level bard 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action 
  Components S
  Range touch
  Target creature touched
  Effect a shadowy shadow tether 
  Duration 1 round/level (D); see text
  Save Will negates; Spell Resistance yes
  The target’s shadow becomes a flexible tether to its current 
  square. The creature can move up to 5 feet from that square 
  without penalty. Moving farther than 5 feet from the tether point 
  requires the target to make a bull rush combat maneuver check 
  against a CMB of 10 + 1/2 your caster level + your Intelligence 
  modifier (if a witch or wizard) or Charisma modifier (if a bard 
  or sorcerer). The target takes a –1 penalty for every 5 feet of 
  distance between it and its tethered square. Failing this check 
  means the target’s move is wasted and it cannot move farther 
  away. If it fails this check by 10 or more, it is pulled 5 feet toward 
  the tether square and is knocked prone. If it beats the check by 
  10 or more, the spell ends. This spell does not work on creatures 
  that do not cast shadows or reflections. If the target uses a 
  teleportation effect or leaves the current plane, the spell ends.
  211211
  Uncommon Races
  Uncommon Races 3
  
  Race Builder
  4
  
  We thank you, Ona-tali! 
  Your spirit will protect 
  our clan for six generations!”
  The dragon screamed 
  and vomited a searing line 
  of bile that barely missed 
  Amiri’s boot, spatters burning 
  through leather and fur. 
  The barbarian leapt aside, 
  shielding her blade’s steel 
  from the corrosive vapors. 
  “Hey, Sesmik,” she called. 
  “How about some help here?” 
  The lizardfolk shaman 
  blinked. “The dragon is our 
  totem spirit. We must honor it.”
  “Of course,” Amiri replied, 
  dodging a talon the size of 
  her arm. “But where I come 
  from, we kill our enemies first 
  and honor them second...”
  
  Race Builder
  There comes a point in nearly every campaign when 
  someone—either one of the players or the GM—wants to 
  create a new race. Sometimes the GM needs a new race to fill 
  a story or ecological niche in her campaign world. Such races 
  may be as simple as elves who dwell in an arctic climate or as 
  complex as clockwork giants from another plane of existence. 
  Perhaps a player wants to play a monstrous race, or has been 
  inspired by some piece of fiction or flight of creative fancy 
  and wants to create a race for a new character concept not 
  yet seen in Pathfinder. The following rules allow GMs, or 
  even players with GM oversight, to create new races that are 
  balanced and mesh with the core races.
  In addition, these rules allow you to create powerful 
  races meant to take on more challenging encounters than 
  those typically faced by the core races. You can create new 
  races, model a race after an existing monster, or even 
  “power up” core races in order to play those races side-by-
  side with more powerful new races.
  RACE EXAMPLES
  This chapter features numerous examples of races 
  designed with the race builder. Sidebars early in the 
  chapter offer detailed examples of races found in the 
  Pathfinder RPG Bestiary, Bestiary 2, and Bestiary 3 that would 
  normally have racial Hit Dice, skills, and other abilities. PC 
  members of such races, however, calculate these benefits 
  based solely on their class. Note that these races are only 
  an approximation of their monstrous counterparts and 
  may not match exactly. Later in the chapter, sidebars detail 
  entirely new races created using the race builder rules. 
  Lastly, the final section of the chapter breaks down the 
  points and abilities of core races and many of the featured 
  and uncommon races. 
  CREATING A NEW RACE
  This race builder allows you to create a new race by 
  buying racial qualities and racial traits with Race Points 
  (RP). There are a number of differences between racial 
  qualities and racial traits. The main difference is that 
  racial qualities are mandatory (you must make a choice for 
  each category of racial qualities provided in these rules), 
  whereas racial traits are optional. There are six categories 
  of racial qualities, including type, subtypes (if any), size, 
  base speed, ability score modifiers, and languages. Racial 
  traits present a number of interesting options for the race 
  you are creating, from expanded modes of movement 
  and bonuses on skill checks to even stranger powers, 
  like a frightening croak attack or the ability to change 
  shape. Racial traits are split up into a number of different 
  categories, such as defense, offense, and magical traits.
  Before you buy racial qualities and traits, you must 
  determine the power level of your race. The GM decides 
  this based on the needs of her campaign. The power level 
  of the race determines the number of RP you get to build 
  the race, as well as the maximum number of racial traits 
  you can choose from each racial trait category and what 
  kinds of traits you can take from those categories.
  Sometimes racial qualities and traits cost 0 RP or a 
  negative number of RP, which means they can be taken 
  for free or gain back RP, respectively. In the case of racial 
  qualities, choosing a 0-point option still counts toward 
  your choice for that racial quality category, and in the 
  case of racial traits, such choices still count toward the 
  maximum number of traits per racial trait category.
  There are three power levels: standard, advanced, and 
  monstrous. Standard races can only take standard racial 
  traits, while advanced races can take both standard and 
  advanced racial traits, and monstrous races can take 
  standard, advanced, and monstrous racial traits. Table 
  4–1 summarizes the number of RP you can spend as well 
  as the maximum number of traits per racial trait category 
  you can take based on your power level.
  Table 4–1: Racial Points and Trait 
  Maximums by Power Level
   
  RP 
  Traits 
  Power Level 
  Range 
  per Category
  Standard 
  1–10 
  3
  Advanced 
  11–20 
  4
  Monstrous 
  20+ 
  5
  Once you have determined the race’s power level, follow 
  each of the steps below to create your race.
  STEP 1: CONCEPT
  A race is more than just a group of individuals with 
  similar qualities and traits. A race is a collection of people 
  with a shared history and cultural identity. While the 
  race builder presents many options for creating new 
  races, and it may be tempting to treat each section as a 
  buffet of options to help you ferret out the most optimal 
  choices for your character, it is generally more beneficial 
  for your campaign world to conceptualize your race first. 
  Before choosing options, consider answering some 
  questions about your race and its culture. Answering 
  these questions can aid you in making reasonable choices 
  about the qualities and traits of your race so that it can 
  better fit in the game world—rather than just being a 
  collection of seemingly random options. Such questions 
  might include the following.
  •	 Where	does	your	race	tend	to	live	and	why?	
  •	 What	does	your	race	look	like?	How	does	the	members’	
  appearance	help	them	adapt	to	their	typical	environment?	
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  214
  
  •	 What	 is	 your	 race’s	 history?	 Does	 it	 have	 a	 creation	
  myth?	Were	there	pivotal	events	in	the	race’s	history?
  •	 What	kinds	of	relationships	does	your	race	have	with	
  other	races?	Does	it	have	allies?	Competitors?	Enemies?	
  Hated	foes?	
  •	 What	classes	does	your	race	tend	to	favor?	
  If you are using these rules and you are not the GM, 
  make sure you work closely with your GM to create a race 
  that fills a definite niche and need in her campaign world.
  STEP 2: RACIAL QUALITIES
  The next step is to choose your race’s qualities. You 
  must select an option from each of the following quality 
  categories. Qualities or aspects of qualities often serve as 
  prerequisites for racial traits.
  Type Quality
  This is the race’s creature type. A race’s creature type 
  is similar to the corresponding creature type found 
  in the Pathfinder RPG Bestiary, with a few important 
  differences. The first difference is that each race type 
  assumes members of the race are roughly humanoid in 
  shape and have two arms, two legs, a torso, and a head. 
  This is important so that a race can take advantage of all 
  the various magic item slots available to characters and 
  can utilize the standard weapon and armor options. The 
  second difference is that all of these race types are 0-Hit 
  Dice creatures, which means that their Hit Dice, base 
  attack bonus, saving throw progression, skill points, class 
  skills, and weapon and armor proficiencies are based on 
  the class levels each member of a race takes.
  Like other racial qualities, each type has a point cost. 
  The baseline creature type—humanoid—costs 0 RP, and 
  offers the most flexibility when choosing other racial 
  traits and racial abilities, while a more expensive type 
  typically grants less flexibility. The cost of the race’s type 
  also determines which of these types you can choose from 
  based on the power level of the race you are creating. You 
  cannot pick a type with an RP cost equal to or higher than 
  the maximum RP cost of the power level of the race you 
  are building. This means you must build an advanced 
  race if you want to make a race with the undead type, or a 
  monstrous race if you are building a race with the construct 
  type. If you want to make a construct- or undead-themed 
  creature at lower power levels, see the Special Subtypes 
  sidebar on page 218 for some lower-cost options.
  Sometimes a race type may grant racial traits as 
  features. For instance, the construct type grants 
  members of that race darkvision 60 feet. If this is the 
  case, the cost of that racial trait is already paid for when 
  you buy the type quality, and this trait does not count 
  toward the maximum when you buy racial traits from 
  the corresponding racial trait category. For instance, 
  when buying other vision traits for a construct race, the 
  darkvision 60 feet feature that race already has does not 
  count toward the limit of five traits from the senses racial 
  trait category for the race. Traits granted by the race type 
  still count for meeting any other trait prerequisites.
  The humanoid type requires that you pick at least 
  one subtype for your race, and the outsider (native) type 
  allows you to make a decision about what other plane your 
  race may have ties to. Keep track of your race’s creature 
  type, any subtypes it has, and any planes it has ties to. 
  Sometimes a race’s type, subtypes, or planar ties serve as 
  prerequisites for some racial traits. For instance, you must 
  have the ratfolk subtype to take the rodent empathy racial 
  trait, and you must have ties to Abaddon, the Abyss, or 
  Hell in order to take the fiendish sorcery racial trait.
  Aberration (3 RP)
  Aberrations have bizarre anatomies, strange abilities, 
  alien mindsets, or any combination of the three. An 
  aberration has the following features.
  •	 Aberrations	have	the	darkvision	60	feet	racial	trait.	
  •	 Aberrations	breathe,	eat,	and	sleep.
  Races without Constitution
  Generating ability scores for most of the races you create 
  with these rules—even advanced and monstrous races—
  uses the standard methods found on page 15 of the 
  Pathfinder RPG Core Rulebook. Races without Constitution 
  scores are the exception, and require some slight changes 
  to the ability score generation methods. The changes are 
  as follows, corresponding to the five methods found in 
  the Core Rulebook. 
  Standard: Roll 4d6, discarding the lowest result as 
  normal, and sum the results, but only do this five times, 
  and assign them as you see fit, skipping Constitution.
  Classic: Roll 3d6 and sum the results five times, and 
  assign them as you see fit, skipping Constitution. 
  Heroic: Roll 2d6 and add 6 to the sum of each. Do 
  this five times and assign them as you see fit, skipping 
  Constitution.
  Dice Pool: Instead of a pool of 24d6, races without 
  Constitution get a pool of 20d6 to assign to the ability 
  scores, except for Constitution. These characters still 
  must assign a minimum of 3d6 in each of the other ability 
  scores. Increase the number for high-powered games. 
  Purchase: When using the purchase method for ability 
  scores, assume members of races without Constitution 
  have a Constitution score of 10 and buy the rest of the 
  abilities normally using the points allocated for the 
  campaign’s power level.
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  Race Builder
  Race Builder 4
  
  Construct (20 RP)
  A construct race is a group of animated objects or 
  artificially created creatures. A construct race has the 
  following features.
  •	 Constructs	 have	 no	 Constitution	 score.	 Any	 DCs	 or	
  other statistics that rely on a Constitution score treat a 
  construct as having a score of 10 (no bonus or penalty). 
  •	 Constructs	have	the	low-light	vision	racial	trait.
  •	 Constructs	have	the	darkvision	60	feet	racial	trait.
  •	 Constructs	are	immune	to	all	mind-affecting	effects	
  (charms, compulsions, morale effects, patterns, and 
  phantasms). 
  •	 Constructs	cannot	heal	damage	on	their	own,	but	can	
  often be repaired via exposure to a certain kind of 
  effect (depending on the construct’s racial abilities) or 
  through the use of the Craft Construct feat. Constructs 
  can also be healed through spells such as make whole. 
  A construct with the fast healing special quality still 
  benefits from that quality.
  •	 Constructs	are	not	subject	to	ability	damage,	ability	drain,	
  fatigue, exhaustion, energy drain, or nonlethal damage.
  •	 Constructs	 are	 immune	 to	 any	 effect	 that	 requires	 a	
  Fortitude save (unless the effect also works on objects 
  or is harmless).
  •	 Constructs	do	not	risk	death	due	to	massive	damage,	
  but they are immediately destroyed when reduced to 0 
  hit points or fewer.
  •	 Constructs	cannot	be	raised	or	resurrected.
  •	 Constructs	are	hard	to	destroy,	and	gain	bonus	hit	points	
  based on their size, as shown on the following table. 
   
  Bonus Hit  
  Construct Size 
  Points
  Tiny 
  —
  Small 
  10
  Medium 
  20
  Large 
  30
  •	 Constructs	do	not	breathe,	eat,	or	sleep,	unless	they	
  want to gain some beneficial effect from one of these 
  activities. This means that a construct can drink potions 
  to benefit from their effects and can sleep in order to 
  regain spells, but neither of these activities is required 
  to survive or stay in good health.
  Dragon (10 RP)
  A dragon is a reptilian creature with magical or unusual 
  abilities. A dragon race has the following features. 
  •	 Dragons	have	the	darkvision	60	feet	racial	trait.	
  •	 Dragons	have	the	low-light	vision	racial	trait.
  •	 Dragons	 are	 immune	 to	 magical	 sleep	 effects	 and	
  paralysis effects.
  •	 Dragons	breathe,	eat,	and	sleep.
  Special Subtypes
  Two of the creature types—construct and undead—
  create interesting player options, but are too expensive 
  if you are trying to create a race within the strictures of 
  the standard power level. If you are making a standard 
  race and still want it to be a construct or undead race, 
  consider the two special subtypes detailed below, the 
  half-construct and half-undead. Each of these includes 
  much of the flavor of the types they are related to, but 
  grants fewer abilities and immunities. These subtypes 
  can be added to any of the race types except for 
  construct and undead. When you apply these subtypes 
  to the humanoid type, choose another subtype as the 
  creature’s other half. For example, you could make a 
  creature that is humanoid (half-construct, human).
  Half-Construct (7 RP)
  A half-construct race is a group of creatures that are 
  artificially enhanced or have parts replaced by constructed 
  mechanisms, be they magical or mechanical. A half-
  construct race has the following features.
  •	 Half-constructs	gain	a	+2	racial	bonus	on	saving	throws	
  against disease, mind-affecting effects, poison, and 
  effects that cause either exhaustion or fatigue.
  •	 Half-constructs	cannot	be	raised	or	resurrected.
  •	 Half-constructs	do	not	breathe,	eat,	or	sleep,	unless	
  they want to gain some beneficial effect from one of 
  these activities. This means that a half-construct can 
  drink potions to benefit from their effects and can 
  sleep in order to regain spells, but neither of these 
  activities is required for the construct to survive or 
  stay in good health.
  Half-Undead (5 RP)
  Half-undead	races	are	strange	or	unholy	fusions	of	the	
  living and the undead. Players interested in playing 
  a half-undead race might also consider the dhampir 
  (Bestiary 2 89), the progeny of a vampire and a human. A 
  half-undead race has the following features.
  •	 Half-undead	have	the	darkvision	60	feet	racial	trait.
  •	 Half-undead	gain	a	+2	racial	bonus	on	saving	throws	
  against disease and mind-affecting effects.
  •	 Half-undead	take	no	penalties	from	energy-draining	
  effects, though they can still be killed if they accrue 
  more	negative	levels	than	they	have	Hit	Dice.	After	24	
  hours, any negative levels they’ve gained are removed 
  without any additional saving throws.
  •	 Half-undead	creatures	are	harmed	by	positive	energy	
  and healed by negative energy. A half-undead creature 
  with the fast healing special quality still benefits from 
  that quality.
  216
  216
  
  Fey (2 RP)
  A fey is a creature with supernatural abilities and 
  connections to nature or to some other force or place. A fey 
  race has the following features. 
  •	 Fey	have	the	low-light	vision	racial	trait.
  •	 Fey	breathe,	eat,	and	sleep.
  Humanoid (0 RP)
  Humanoid races have few or no supernatural or spell-
  like abilities, but most can speak and have well-developed 
  societies. Humanoids are usually Small or Medium, unless 
  they have the giant subtype, in which case they are Large. 
  Every	humanoid	creature	also	has	a	subtype	to	match	its	race,	
  such as human, giant, goblinoid, reptilian, or tengu. If you 
  are making a new humanoid race, you should either find an 
  existing subtype to match or make a new one by using the 
  name of the race as the subtype. If you are making a half-
  breed race, it should have the racial type of both parent 
  races. For example, a half-elf has both the human and the elf 
  subtypes. Subtypes are often important to qualify for other 
  racial abilities and feats. If a humanoid has a racial subtype, 
  it is considered a member of that race in the case of race 
  prerequisites. A humanoid race has the following features. 
  •	 Humanoids	breathe,	eat,	and	sleep.
  Monstrous Humanoid (3 RP)
  Monstrous humanoids are similar to humanoids, but 
  have monstrous or animalistic features. They often have 
  magical abilities as well. A monstrous humanoid race has 
  the following features. 
  •	 Monstrous	 humanoids	 have	 the	 darkvision	 60	 feet	
  racial trait. 
  •	 Monstrous	humanoids	breathe,	eat,	and	sleep.
  Outsider (native) (3 RP)
  A native outsider is at least partially composed of the 
  essence (but not necessarily the matter) of some plane 
  other than the Material Plane. Some creatures start out 
  as some other type and become outsiders when they 
  attain a higher (or lower) state of spiritual existence. 
  When making a native outsider race, it is sometimes 
  important to pick a single Outer Plane that race is tied to. 
  For example, tieflings are tied to Abaddon, the Abyss, or 
  Hell. Such ties can be important for qualifying for other 
  racial abilities, but it’s not required that a native outsider 
  be tied to another plane. A native outsider race has the 
  followings features.
  •	 Native	outsiders	have	the	darkvision	60	feet	racial	trait.
  •	 Native	outsiders	breathe,	eat,	and	sleep.
  Plant (10 RP)
  This type encompasses humanoid-shaped vegetable 
  creatures. Note that regular plants, such as those found 
  in ordinary gardens and fields, lack Wisdom and Charisma 
  scores and are not creatures, but objects, even though 
  they are alive. A plant race has the following features. 
  •	 Plants	have	the	low-light	vision	racial	trait.	
  •	 Plants	 are	 immune	 to	 all	 mind-affecting	 effects	
  (charms, compulsions, morale effects, patterns, and 
  phantasms). 
  •	 Plants	 are	 immune	 to	 paralysis,	 poison,	 polymorph,	
  sleep effects, and stunning. 
  •	 Plants	 breathe	 and	 eat,	 but	 do	 not	 sleep,	 unless	 they	
  want to gain some beneficial effect from this activity. 
  This means that a plant creature can sleep in order to 
  regain spells, but sleep is not required to survive or 
  stay in good health.
  Undead (16 RP)
  Undead races are once-living creatures animated by 
  spiritual or supernatural forces. An undead race has the 
  following features. 
  •	 Undead	have	no	Constitution	score.	Undead	use	their	
  Charisma score in place of their Constitution score 
  when calculating hit points, Fortitude saves, and any 
  special ability that relies on Constitution (such as 
  when calculating a breath weapon’s DC). 
  •	 Undead	have	the	darkvision	60	feet	racial	trait.
  •	 Undead	are	immune	to	all	mind-affecting	effects	(charms,	
  compulsions, morale effects, patterns, and phantasms). 
  •	 Undead	 are	 immune	 to	 bleed	 damage,	 death	 effects,	
  disease, paralysis, poison, sleep effects, and stunning. 
  •	 Undead	 are	 not	 subject	 to	 nonlethal	 damage,	 ability	
  drain, or energy drain, and are immune to damage to 
  physical ability scores (Constitution, Dexterity, and 
  Strength), as well as to exhaustion and fatigue effects.
  •	 Undead	 are	 harmed	 by	 positive	 energy	 and	 healed	
  by negative energy. An undead creature with the fast 
  healing special quality still benefits from that quality. 
  •	 Undead	 are	 immune	 to	 any	 effect	 that	 requires	 a	
  Fortitude save (unless the effect also works on objects 
  or is harmless). 
  •	 Undead	do	not	risk	death	from	massive	damage,	but	
  are immediately destroyed when reduced to 0 hit 
  points or fewer.
  •	 Undead	 are	 not	 affected	 by	 raise dead and reincarnate 
  spells or abilities. Resurrection and true resurrection can 
  affect undead creatures. These spells turn undead 
  creatures back into the living creatures they were 
  before becoming undead.
  •	 Undead	do	not	breathe,	eat,	or	sleep,	unless	they	want	to	
  gain some beneficial effect from one of these activities. 
  This means that an undead creature can drink potions 
  to benefit from their effects and can sleep in order to 
  regain spells, but neither of these activities is required 
  to survive or stay in good health.
  217217
  Race Builder
  Race Builder 4
  
  Tiny (4 RP): Prerequisites: Aberration, construct, dragon, 
  fey, outsider (native), or plant type; Benefit: Tiny creatures 
  gain a +2 size bonus to Dexterity and a –2 size penalty to 
  Strength. Tiny races gain a +2 size bonus to their AC, a 
  +2 size bonus on attack rolls, a –2 penalty on combat 
  maneuver checks and to their CMD, and a +8 size bonus on 
  Stealth checks. Tiny characters take up a space of 2-1/2 feet 
  by 2-1/2 feet, so up to four of these characters can fit into a 
  single square. Tiny races typically have a natural reach of 0 
  feet, meaning they can’t reach into adjacent squares. They 
  must enter an opponent’s square to attack it in melee. This 
  provokes an attack of opportunity from the opponent. 
  Since they have no natural reach, they do not threaten the 
  squares around them. Other creatures can move through 
  those squares without provoking attacks of 
  opportunity. Tiny creatures typically cannot 
  flank an enemy.  
  Base Speed Quality 
  The next step is to pick the base speed quality for 
  your race. Some racial traits can increase speed or grant 
  other movement types, but these traits usually require 
  the normal speed quality as a prerequisite. You have the 
  following options.
  Normal Speed (0 RP): The race has a base speed of 30 feet. 
  CENTAUR
  Type
  Monstrous humanoid 
  2 RP
  Size
  Large 
  7 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Str, +2 Wis) 
  2 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Ability Score Racial Traits
  Advanced Constitution (+2) 
  4 RP
  Advanced Dexterity (+2) 
  4 RP
  Advanced Strength (+2) 
  4 RP
  Defense Racial Traits
  Natural armor 
  2 RP
  Movement Racial Traits
  Fast (+10 feet) 
  1 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  — RP
  Other Racial Traits
  Quadruped 
  2 RP
  Total  
  28 RP
  Size Quality
  The next step is to pick a size quality for your race. Most races 
  are Medium or Small, which have no prerequisites, but 
  you can also elect to make your race either Large or Tiny 
  with the following modifications at the listed point cost.
  Large (7 RP): Prerequisite: Humanoids taking this 
  quality must have the giant subtype; Benefit: Large 
  creatures gain a +2 size bonus to Strength and a –2 size 
  penalty to Dexterity. Large races take a –1 size penalty 
  to their AC, a –1 size penalty on attack rolls, a +1 bonus 
  on combat maneuver checks and to their CMD, and a –4 
  size penalty on Stealth checks. A Large creature takes up 
  a space that is 10 feet by 10 feet and has a reach of 5 feet.
  Medium (0 RP): Medium races have no bonuses or 
  penalties due to their size. A Medium creature has a space 
  of 5 feet by 5 feet and a reach of 5 feet.
  Small (0 RP): Small races gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty on 
  combat maneuver checks and to their CMD, and a +4 
  size bonus on Stealth checks. Small races have a 
  space of 5 feet by 5 feet and a reach of 5 feet.
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  Slow Speed (–1 RP): The race has a base speed of 20 
  feet. If the race is Medium, its members’ speed is never 
  modified by armor or encumbrance. 
  Ability Score Modifier Quality
  The next step is to determine the ability score modifier 
  quality for your race. In many ways, choosing this quality is 
  one of the most important choices when creating a new race, 
  as it determines many of the native abilities of that race.
  With the exception of the human heritage modifier 
  quality, when you choose a race’s ability score modifiers, 
  you are choosing what ability scores are modified for every 
  member of that race. Only the human heritage modifier 
  quality allows individual members to decide which ability 
  score is modified during character creation.
  Most of the ability score modifier qualities divide ability 
  scores into two broad categories that each represent three of the 
  six abilities: physical (Strength, Dexterity, and Constitution) 
  and mental (Intelligence, Wisdom, and Charisma).
  With the exception of the human heritage modifier 
  quality, bonuses granted to ability scores with one of 
  these qualities count as racial bonuses for the purpose of 
  qualifying for racial trait prerequisites.
  Advanced (4 RP): Prerequisites: Advanced or monstrous 
  power level; Modifiers: Pick either mental or physical 
  ability scores. Members of this race gain a +2 bonus to all 
  of those scores, a +4 bonus to one score of the other type, 
  and a –2 penalty to one other ability score of the other type.
  Flexible (2 RP): Members of this race gain a +2 bonus to 
  any two ability scores.
  Greater Paragon (2 RP): Members of this race gain a 
  +4 bonus to one ability score, a –2 penalty to one physical 
  ability score, and a –2 penalty to one mental ability score.
  Greater Weakness (–3 RP): Pick either mental or physical 
  ability scores. Members of this race take a –4 penalty to 
  one of those ability scores, a –2 penalty to another of those 
  ability scores, and a +2 bonus to the other ability score.
  Human Heritage (0 RP): Prerequisites: Human subtype; 
  Modifiers: Members of this race gain a +2 to any single 
  ability score of your choice during character creation.
  Mixed Weakness (–2 RP): Pick either mental or physical 
  ability scores. Members of this race gain a +2 bonus to one 
  ability score of that type and a –2 penalty to another ability 
  score of that type. They also gain a +2 bonus to one ability 
  score of the other type and a –4 penalty to another ability 
  score of the other type.
  Paragon (1 RP): Members of this race gain a +4 bonus to 
  a single ability score, and a –2 penalty to either all physical 
  or all mental ability scores. If the bonus is to a single 
  physical ability score, the penalties apply to all mental 
  ability scores, and vice versa.
  Specialized (1 RP): Pick either mental or physical ability 
  scores. Members of this race gain a +2 bonus to two ability 
  scores of the chosen type, and a –2 penalty to one ability 
  score of the other type.
  Standard (0 RP): Members of this race gain a +2 bonus to 
  one physical ability score, a +2 bonus to one mental ability 
  score, and a –2 penalty to any other ability score.
  Weakness (–1 RP): Members of this race gain a +2 bonus 
  to one physical ability score, a +2 bonus to one mental 
  ability score, and a –4 penalty to any other ability score.
  Language Quality
  The next step is to pick the race’s language quality. This 
  quality determines the starting languages and bonus 
  languages for the race. There are three options. In cases 
  where the language trait instructs you to choose a racial 
  language, that language is either the race’s racial language 
  (if any; feel free to create a new language for the race if 
  you wish), Draconic (if it is a humanoid with the reptilian 
  subtype), or, if the race is of the outsider (native) type, one 
  of the planar languages (Abyssal, Aquan, Auran, Celestial, 
  Ignan, Infernal, or Terran) of the corresponding plane. 
  (Creatures tied to Abaddon can take either Abyssal or 
  Infernal as a racial language.) If your race is native to the 
  Darklands, you can replace Common with Undercommon. 
  See the Linguistics skill entry on pages 100–102 of the Core 
  Rulebook for a list of languages. 
  Construct and undead races usually have the racial 
  language of the race that created them. 
  Linguist (1 RP): Members of this race start with 
  Common plus their racial language (if any). Furthermore, 
  members of this race with high Intelligence scores can 
  learn any languages they want (except Druidic and other 
  secret languages).
  Challenging Advanced and Monstrous Races
  Because they have powerful racial traits and abilities, 
  advanced and monstrous races require greater challenges, 
  especially at lower levels. The basic guideline for 
  accomplishing this is to treat a group of characters with 
  advanced and monstrous races as a level or more higher 
  for a number of levels based on their total RP spent, using 
  the following chart. Calculate the party’s adjusted average 
  party level, and use that number, rather than the actual 
  APL, when creating encounters and adventures for the 
  group. For groups with mixed power levels, average the 
  RP and round the result to the nearest multiple of 10.
  Avg 
  Average Party Level
  RP 
  1–5 
  6–10 
  11–15 
  16–20
  20 
  +1 level 
  +0 level 
  +0 level 
  +0 level
  30 
  +2 level 
  +1 level 
  +0 level 
  +0 level
  40 
  +3 level 
  +2 level 
  +1 level 
  +0 level
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  Race Builder
  Race Builder 4
  
  Standard (0 RP): Members of this race start with Common 
  plus their racial language (if any). Furthermore, choose 
  up to seven languages (except for Druidic or other secret 
  languages). Members of this race with high Intelligence 
  scores can choose from any of these additional languages.
  Xenophobic (0 RP): Members of this race start with 
  their racial language only. Races without a racial language 
  cannot take this array. Furthermore, choose up to four 
  languages (except for Druidic or other secret languages), 
  one of which must be Common (or Undercommon, if the 
  race is native to the Darklands). Members of this race 
  with high Intelligence scores can choose from any of 
  these additional languages.
  STEP 3: RACIAL TRAITS
  Once you have chosen all your racial qualities, you may 
  then choose your racial traits with your remaining RP.
  Racial traits are divided into several categories: ability 
  score, defense, feat and skill, magical, movement, offense, 
  senses, weakness, and other racial traits. The number of 
  racial traits you can buy from each category depends on 
  the power level of the race you are creating—standard 
  races can pick no more than three traits from each 
  category, advanced races can pick no more than four traits 
  from each category, and monstrous races can pick no more 
  than five traits from each category. Furthermore, traits in 
  each category are organized by type—standard, advanced, 
  and monstrous. Standard races can only select traits from 
  the standard section of each category, advanced races can 
  select traits from the standard or advanced sections, and 
  monstrous races can select from any section.
  Unless stated otherwise, all racial traits are extraordinary 
  abilities, and each racial trait can only be taken once.
  The following format is used for all racial traits.
  Name (RP Cost):	Each	racial	trait	begins	with	its	name.	
  The number of RP each trait costs is listed in parentheses 
  directly after the name. For racial traits you can take 
  more than once, this is the number of RP you pay each 
  time you take the traits, unless stated otherwise in the 
  Special line of the trait description.
  Prerequisites: Some racial traits have prerequisites. 
  Your race must meet any prerequisites listed in this 
  entry before you can take the trait. Some traits require 
  a specific type or subtype, while others require that you 
  take other racial traits or qualities before you take it. 
  Benefit: This is the benefit the racial trait grants the 
  members of the race you are creating. 
  Special: This includes additional facts about the racial trait.
  Ability Score Racial Traits
  The following racial traits add to the base ability score 
  modifiers chosen in the ability score modifier quality.
  Advanced Traits
  Advanced Charisma (4 RP): Prerequisites: None; Benefit: 
  Members of this race receive a +2 racial bonus to Charisma. 
  Special: This bonus can be taken multiple times, but each 
  additional time it is taken, its cost increases by 1 RP. Its 
  effects stack.
  Advanced Constitution (4 RP): Prerequisites: None; 
  Benefit: Members of this race receive a +2 racial bonus to 
  Constitution. Special: This bonus can be taken multiple 
  times, but each additional time it is taken, its cost increases 
  by 1 RP. Its effects stack.
  Advanced Dexterity (4 RP): Prerequisites: None; Benefit: 
  Members of this race receive a +2 racial bonus to Dexterity. 
  Special: This bonus can be taken multiple times, but each 
  additional time it is taken, its cost increases by 1 RP. Its 
  effects stack.
  Advanced Intelligence (4 RP): Prerequisites: None; 
  Benefit: Members of this race receive a +2 racial bonus to 
  Intelligence. Special: This bonus can be taken multiple 
  times, but each additional time it is taken, its cost increases 
  by 1 RP. Its effects stack.
  Advanced Strength (4 RP): Prerequisites: None; Benefit: 
  Members of this race receive a +2 racial bonus to Strength. 
  Special: This bonus can be taken multiple times, but each 
  additional time it is taken, its cost increases by 1 RP. Its 
  effects stack.
  Advanced Wisdom (4 RP): Prerequisites: None; Benefit: 
  Members of this race receive a +2 racial bonus to Wisdom. 
  Special: This bonus can be taken multiple times, but each 
  additional time it is taken, its cost increases by 1 RP. Its 
  effects stack.
  Defense Racial Traits
  The following racial traits augment the defenses of 
  members of the race. 
  Standard Traits
  Ancient Foe (3 RP): Prerequisites: None; Benefit: Choose 
  one monster type or one subtype of the humanoid type. 
  Members of this race gain a +2 dodge bonus to AC against 
  Humanoid Subtypes as Prerequisites
  There are a number of racial traits that require a certain 
  humanoid subtype as a prerequisite. This is usually the 
  case when a racial trait mentions a race in its name. As 
  the GM, you can view these subtype prerequisites as 
  suggestions and indicators as to what kinds of races or 
  humanoid subtypes would usually take these traits. Feel 
  free to change the name or racial subtype prerequisite of 
  such a trait to better fit the race you are building.
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  monsters of that type and a +2 racial bonus on combat 
  maneuver checks made to grapple creatures of that type. 
  Battle-Hardened (4 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus to CMD. 
  Bond to the Land (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 dodge bonus to AC when 
  in a specific terrain type selected from the ranger’s list 
  of favored terrains. This choice is made at character 
  creation, and cannot be changed.
  Breeze-Kissed (4 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Air or fey type; Benefit: Members 
  of this race are surrounded by swirling winds, gaining 
  a +2 racial bonus to AC against nonmagical ranged 
  attacks. They can calm or renew these winds as a swift 
  action. Once per day, a member of this race can channel 
  this wind into a single gust, making a bull rush or trip 
  combat maneuver attempt against one creature within 30 
  feet. Doing so exhausts the user’s breeze-kissed ability 
  for 24 hours. This is a supernatural ability.
  Cat’s Luck (1 RP): Prerequisite: The race has at least a +2 
  racial bonus to Dexterity; Benefit: Members of this race gain 
  the following extraordinary ability: Once per day, when a 
  member of this race makes a Reflex saving throw, it can roll 
  the saving throw twice and take the better result. It must 
  decide to use this ability before attempting the saving throw. 
  Celestial Resistance (3 RP): Prerequisite: Outsider 
  (native)	 with	 ties	 to	 Elysium,	 Heaven,	 or	 Nirvana;	
  Benefit: Members of this race gain acid resistance 5, cold 
  resistance 5, and electricity resistance 5. 
  Cornered Fury (4 RP): Prerequisites: None; Benefit: Whenever 
  a member of this race is reduced to half its hit points or fewer 
  and has no conscious ally within 30 feet, it gains a +2 racial 
  bonus on melee attack rolls and to Armor Class. 
  Crystalline Form (2 RP): Prerequisite: Outsider (native) 
  with	ties	to	the	Plane	of	Earth,	construct	type,	or	half-
  construct subtype; Benefit: Members of this race have 
  reflective, crystalline skin that grants them a +2 racial 
  bonus to AC against rays. Once per day, they can deflect 
  a single ray attack targeted at them as if they were using 
  the Deflect Arrows feat. 
  Deathless Spirit (3 RP): Prerequisites: None; Benefit: 
  Members of this race gain resistance 5 against negative 
  energy damage. They do not lose hit points when they gain 
  a negative level, and they gain a +2 racial bonus on saving 
  throws against death effects, energy drain, negative energy, 
  and spells or spell-like abilities of the necromancy school.
  DRIDER
  Type
  Aberration 
  3 RP
  Size
  Large 
  7 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Con, +2 Wis) 
  2 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Ability Score Racial Traits
  Advanced Constitution (+2) 
  4 RP
  Advanced Dexterity (+2) 
  4 RP
  Advanced Strength (+2) 
  4 RP
  Defense Racial Traits
  Greater spell resistance 
  3 RP
  Natural armor 
  2 RP
  Movement Racial Traits
  Climb 
  2 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Other Racial Traits
  Quadruped (8 legs) 
  4 RP
  Total  
  35 RP
  221221
  Race Builder
  Race Builder 4
  
  Defensive Training, Greater (4 RP): Prerequisites: None; 
  Benefit: Members of this race gain a +2 dodge bonus to 
  Armor Class.
  Defensive Training, Lesser (1 RP): Prerequisites: None; 
  Benefit: Choose one subtype of humanoid. Members of 
  this race gain a +4 dodge bonus to AC against humanoids 
  of the chosen subtype.
  Desert Runner (2 RP): Prerequisites: None; Benefit: Members 
  of this race receive a +4 racial bonus on Constitution checks 
  and Fortitude saves to avoid fatigue and exhaustion, as 
  well as any other ill effects from running, forced marches, 
  starvation, thirst, and hot or cold environments. 
  Dual-Minded (1 RP): Prerequisite: Humanoid with two 
  subtypes or race with half-construct or half-undead 
  subtype; Benefit: Members of this race gain a +2 bonus on 
  all Will saving throws.
  Duergar Immunities (4 RP): Prerequisites: 
  Dwarf subtype, at least a +2 racial bonus 
  to Constitution; Benefit: Members of 
  this race are immune to paralysis, 
  phantasms, and poison. They also gain a +2 racial bonus 
  on saving throws against spells and spell-like abilities. 
  Elven Immunities (2 RP): Prerequisite:	Elf	subtype;	Benefit: 
  Members of this race are immune to magic sleep effects 
  and gain a +2 racial bonus on saving throws made against 
  enchantment spells and effects.
  Energy Resistance (1 RP): Prerequisite: Outsider (native) 
  with ties to an elemental plane; Benefit: Pick one of the 
  following energy types that corresponds to the plane the 
  race has ties to: acid (earth), cold (water), electricity (air), 
  or fire (fire). Members of this race have resistance 5 to 
  the corresponding energy type. Special: This trait can be 
  taken	 more	 than	 once.	 Each	 time	 it	 is	 taken,	 select	 an	
  additional energy type that corresponds to another 
  elemental plane the race has ties to.
  Eternal Hope (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 racial bonus on saving 
  throws against fear and despair effects. Also, once per 
  day, after a natural roll of 1 on a d20 roll, members of 
  this race may reroll and use the second result.
  GARGOYLE
  Type
  Monstrous humanoid 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal speed 
  0 RP
  Ability Score Modifiers
  Paragon (+4 Con, –2 Int, –2 Wis, –2 Cha) 
  1 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Ability Score Racial Traits
  Advanced Strength (+2) 
  4 RP
  Defense Racial Traits
  Damage reduction (10/magic) 
  6 RP
  Improved natural armor (+3) 
  6 RP
  Natural armor 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (+2 Stealth) 
  2 RP
  Movement Racial Traits
  Flight (50 ft., average) 
  8 RP
  Offense Racial Traits
  Bite 
  1 RP
  Claws 
  2 RP
  Natural attack (gore) 
  1 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  — RP
  Total  
  36 RP
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  Exalted Resistance (3 RP): Prerequisite: Outsider 
  (native)	with	ties	to	Elysium,	Heaven,	or	Nirvana;	Benefit: 
  Members of this race gain spell resistance equal to 6 + 
  their character level against spells and spell-like abilities 
  with the evil descriptor, as well as any spells and spell-
  like abilities cast by evil outsiders.
  Fearless (1 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on all saving throws 
  against fear effects. Special: This bonus stacks with the 
  bonus granted by the lucky (greater or lesser) racial trait. 
  Fiendish Resistance (3 RP): Prerequisite: Outsider 
  (native) with ties to Abaddon, the Abyss, or Hell; Benefit: 
  Members of this race gain cold resistance 5, electricity 
  resistance 5, and fire resistance 5.
  Fire in the Blood (3 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Fire or dragon type; Benefit: 
  Members of this race gain fast healing 2 for 1 round 
  anytime they take fire damage (whether or not this fire 
  damage overcomes their fire resistance, if any). Members 
  of this race can heal up to 2 hit points per level per day 
  with this ability, after which it ceases to function.
  Halo (2 RP): Prerequisite: Outsider (native) with ties to 
  Elysium,	 Heaven,	 or	 Nirvana;	 Benefit: Members of this 
  race can create light centered on their head at will as a 
  spell-like ability. When using the halo, a member of this 
  race gains a +2 circumstance bonus on Intimidate checks 
  against evil creatures and on saving throws against 
  becoming blinded or dazzled.
  Hardy (3 RP): Prerequisite: The race has at least a +2 
  racial bonus to Constitution; Benefit: Members of this 
  race gain a +2 racial bonus on saving throws against 
  poison, spells, and spell-like abilities.
  Healthy (2 RP): Prerequisite: The race has at least a +2 
  racial bonus to Constitution; Benefit: Members of this 
  race gain a +4 bonus on Fortitude saves against disease 
  and poison, including magical diseases.
  Hydrated Vitality (3 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Water, fey type, or plant type; 
  Benefit: Members of this race gain fast healing 2 for 
  1 round anytime they submerge completely within 
  a body of natural salt water, fresh water, or brackish 
  water. Stagnant, poisoned, or trapped water (such as 
  water within an artificial pit or a bag of holding) does not 
  activate this ability. Members of this race can heal up to 
  2 hit points per level per day with this ability, after which 
  it ceases to function.
  Illusion Resistance (1 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 racial bonus on saving 
  throws against illusion spells or effects.
  Lifebound (2 RP): Prerequisite: A Constitution score; 
  Benefit: Members of this race gain a +2 racial bonus on all 
  saving throws made to resist death effects, saving throws 
  against negative energy effects, Fortitude saves made to 
  remove negative levels, and Constitution checks made to 
  stabilize if reduced to negative hit points.
  Lucky, Lesser (2 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +1 racial bonus on all saving throws.
  Mist Child (1 RP): Prerequisites: None; Benefit: Whenever a 
  member of this race has concealment or total concealment, 
  the miss chance of attacks against her increases by 5%. 
  Mountain-Born (1 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 racial bonus on Acrobatics 
  checks made to cross narrow ledges and on saving throws 
  against altitude fatigue and sickness.
  Natural Armor (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 natural armor bonus to 
  their Armor Class.
  Plagueborn 
  (1 
  RP): 
  Prerequisites: 
  None; 
  Benefit: 
  Members of this race gain a +2 racial bonus on saving 
  throws against disease, ingested poisons, and becoming 
  nauseated or sickened.
  Poison Resistance (3 RP): Prerequisites: None; Benefit: 
  Members of this race gain a racial bonus on saving throws 
  against poison effects equal to their Hit Dice.
  Resist Level Drain (1 RP): Prerequisite: Negative energy 
  affinity racial trait; Benefit: Members of this race take no 
  penalty from energy-draining effects, though a member 
  of this race can still be killed if it accrues more negative 
  levels than it has Hit Dice. After 24 hours, any negative 
  levels a member of this race has accrued are removed 
  without the need for any additional saving throws.
  Resistant (2 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on saving throws 
  against mind-affecting effects and poison.
  Shadow Blending (1 RP): Prerequisite: Shadow resistance 
  racial trait; Benefit: Attacks made against members of this 
  race while they are within areas of dim light have a 50% 
  miss chance instead of the normal 20% miss chance. This 
  trait does not grant total concealment; it just increases 
  the miss chance. This is a supernatural ability.
  Shadow Resistance (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain cold resistance 5 and electricity 
  resistance 5.
  Spell Resistance, Greater (3 RP): Prerequisites: None; 
  Benefit: Members of this race gain spell resistance equal 
  to 11 + their character level.
  Spell Resistance, Lesser (2 RP): Prerequisites: None; 
  Benefit: Members of this race gain spell resistance equal 
  to 6 + their character level.
  Stability (1 RP): Prerequisites: None; Benefit: Members of this 
  race receive a +4 racial bonus to their CMD when resisting 
  bull rush or trip attempts while standing on the ground.
  Stone in the Blood (3 RP): Prerequisite: Outsider (native) 
  with	 ties	 to	 the	 Plane	 of	 Earth,	 construct	 type,	 dragon	
  type, or half-construct subtype; Benefit: Members of this 
  race gaining fast healing 2 for 1 round anytime they take 
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  Race Builder
  Race Builder 4
  
  acid damage (whether or not this acid damage overcomes 
  their acid resistance, if any). A member of this race can 
  heal up to 2 hit points per level per day with this ability, 
  after which it ceases to function.
  Storm in the Blood (3 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Air, dragon type, fey type, or plant 
  type; Benefit: Members of this race gain fast healing 2 for 
  1 round anytime they take electricity damage (whether 
  or not this electricity damage overcomes their electricity 
  resistance, if any). A member of this race can heal up to 2 
  hit points per level per day with this ability, after which 
  it ceases to function.
  Stubborn (2 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on Will saving throws 
  to resist spells and spell-like abilities of the enchantment 
  (charm) and enchantment (compulsion) subschools. 
  In addition, if a member of this race fails such a save, it 
  receives another save 1 round later to prematurely end 
  the effect (assuming the spell or spell-like ability has a 
  duration greater than 1 round). This second save is made 
  at the same DC as the first. If the member of the race has 
  a similar ability from another source (such as a rogue’s 
  slippery mind class feature), it can only use one of these 
  abilities per round, but can try the other on the second 
  round if the first reroll ability fails. 
  Undead Resistance (1 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 racial bonus on saving throws 
  against disease and mind-affecting effects. 
  Unnatural (2 RP): Prerequisites: None; Benefit: Members 
  of this race unnerve normal animals, and train to defend 
  themselves against the inevitable attacks from such 
  creatures. Members of this race take a –4 penalty on all 
  Charisma-based skill checks to affect creatures of the 
  animal type, and receive a +4 dodge bonus to AC against 
  animals. Animals’ starting attitude toward members of 
  this race is one step worse than normal.
  Advanced Traits
  Fey Damage Resistance (3 RP): Prerequisite: Fey type; 
  Benefit: Members of this race gain DR 5/cold iron.
  Improved Natural Armor (1 RP): Prerequisite: Natural 
  armor racial trait; Benefit: Members of this race gain a 
  +1 natural armor bonus. Special: This racial trait can be 
  taken	multiple	times.	Each	additional	time	you	take	this	
  trait, increase its cost by 1 RP. Its effects stack.
  Improved Resistance (2 RP): Prerequisite: Resistance 5 
  to any energy type; Benefit: Members of this race increase 
  their resistance to one energy type to 10. Special: This 
  racial	trait	can	be	taken	multiple	times.	Each	additional	
  time you take this trait, increase its cost by 1 RP, and 
  increase one other resistance to 10. 
  Lucky, Greater (4 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on all saving throws.
  Moon-Touched Damage Resistance (3 RP): Prerequisites: 
  None; Benefit: Members of this race gain DR 5/silver.
  Skeletal Damage Reduction (2 RP): Prerequisite: Undead 
  type; Benefit: Members of this race gain DR 5/bludgeoning. 
  Monstrous Traits
  Damage Reduction (4 RP; see special): Prerequisites: None; 
  Benefit: Members of this race gain DR 5/magic. Special: 
  This can be increased to DR 10/magic for an additional 
  2 RP. The type of DR can be changed to one of the 
  alignments (chaos, evil, good, or law) if the race is of the 
  outsider (native) type with ties to the appropriate plane 
  (chaos for a race with ties to a lawful-aligned plane, evil 
  for a race with ties to a good-aligned plane, etc.) for an 
  additional 2 RP.
  Elemental Immunity (4 RP): Prerequisite: Outsider 
  (native) with ties to an elemental plane; Benefit: Pick 
  one of the following energy types that corresponds to 
  the plane the race has ties to: acid (earth), cold (water), 
  electricity (air), or fire (fire). Members of this race are 
  immune to the chosen energy type. Special: This trait 
  can	be	taken	more	than	once.	Each	additional	time	you	
  take	this	trait,	increase	its	cost	by	1	RP.	Each	time	it	is	
  taken, select another energy type that corresponds to 
  another elemental plane the race has ties to. If a race 
  has vulnerability to fire and immunity to cold, it gains 
  the cold subtype. If a race has vulnerability to cold and 
  immunity to fire, it gains the fire subtype.
  Fast Healing (6 RP): Prerequisites: None; Benefit: 
  Members of this race regain 1 hit point each round. 
  Except	 for	 where	 noted	 here,	 fast	 healing	 is	 just	 like	
  natural healing. Fast healing does not restore hit points 
  lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow lost body parts. Fast healing 
  continues to function (even at negative hit points) until a 
  member of this race dies, at which point the effects of fast 
  healing immediately end. Special: This trait can be taken 
  multiple	times.	Each	time	fast	healing	is	taken,	its	cost	
  increases by 1 RP. 
  Rock Catching (2 RP): Prerequisite: Large size quality; 
  Benefit: Members of this race can catch Small, Medium, 
  or Large rocks (or projectiles of similar shape). Once per 
  round, a member of this race that would normally be hit 
  by a rock can make a Reflex saving throw to catch it as a 
  free action. The DC is 15 for a Small rock, 20 for a Medium 
  rock, and 25 for a Large rock (if the projectile provides a 
  magical bonus on attack rolls, the DC increases by that 
  amount). The member of this race must be aware of the 
  attack in order to make a rock catching attempt. 
  Feat and Skill Racial Traits
  Feat and skill racial traits typically grant bonuses on 
  particular skills or grant bonus feats.
  224
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  Standard Traits
  Beguiling Liar (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +4 racial bonus on Bluff 
  checks to convince an opponent that what they are saying 
  is true when they tell a lie.
  Camouflage (1 RP): Prerequisites: None; Benefit: Choose 
  a ranger favored terrain type. Members of this race gain 
  a +4 racial bonus on Stealth checks while within that 
  terrain type.
  Cave Dweller (1 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus on Knowledge 
  (dungeoneering) and Survival checks made underground.
  Craftsman (1 RP): Prerequisites: None; Benefit: Member 
  of this race gain a +2 racial bonus on all Craft or Profession 
  checks to create objects from metal or stone. 
  Curiosity (4 RP): Prerequisites: None; Benefit: Members 
  of this race are naturally inquisitive about the world 
  around them. They gain a +4 bonus on Diplomacy 
  checks to gather information, and Knowledge (history) 
  and Knowledge (local) become class skills for them. If 
  they choose a class that has either of these Knowledge 
  skills as class skills, they gain a +2 racial bonus on those 
  skills instead.
  Emissary (1 RP): Prerequisites: None; Benefit: Once per 
  day, members of this race can roll twice when making a 
  Bluff or Diplomacy check and take the better roll.
  Flexible Bonus Feat (4 RP): Prerequisites: None; Benefit: 
  Members of this race select one extra feat at 1st level.
  Focused Study (4 RP): Prerequisites: None; Benefit: At 1st, 
  8th, and 16th level, members of this race gain Skill Focus 
  in a skill of their choice as a bonus feat.
  Gift of Tongues (2 RP): Prerequisite: Standard or 
  linguist language quality; Benefit: Members of this race 
  gain a +1 racial bonus on Bluff and Diplomacy checks, 
  and they learn one additional language every time they 
  put a rank in the Linguistics skill.
  Gifted Linguist (2 RP): Prerequisite: Standard or 
  linguist language quality; Benefit: Members of this race 
  gain a +4 racial bonus on Linguistics checks, and they 
  learn one additional language every time they put a rank 
  in the Linguistics skill.
  Greed (1 RP): Prerequisites: None; Benefit: Members of 
  this race gain a +2 bonus on Appraise checks to determine 
  the price of nonmagical goods that contain precious 
  metals or gemstones.
  Gregarious (1 RP): Prerequisite: The race has at least a 
  +2 racial bonus to Charisma; Benefit: When members of 
  this race successfully use Diplomacy to win over an 
  individual, that creature takes a –2 penalty on attempts 
  to resist any of the member’s Charisma-based skills for 
  the next 24 hours.
  GNOLL
  Type
  Humanoid	(gnoll)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Str, +2 Con) 
  2 RP
  Languages
  Xenophobic 
  0 RP
  Racial Traits
  Defense Racial Traits
  Natural armor 
  2 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Total 
  6 RP
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  Race Builder 4
  
  Integrated (1 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +1 bonus on Bluff, Disguise, and 
  Knowledge (local) checks. 
  Master Tinker (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus on Disable Device 
  and Knowledge (engineering) checks. Members of this 
  race are also treated as proficient with any weapon they 
  have personally crafted.
  Nimble Faller (2 RP): Prerequisite: The race has at least 
  a +2 racial bonus to Dexterity; Benefit: Members of this 
  race land on their feet even when they take lethal damage 
  from a fall. Furthermore, they gain a +1 bonus to their 
  CMD against trip attempts.
  Scavenger (2 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on Appraise and 
  Perception checks to find hidden objects (including traps 
  and secret doors), determine whether food is spoiled, or 
  identify a potion by taste.
  Shards of the Past (4 RP): Prerequisites: None; Benefit: 
  Members of this race have past lives that grant them two 
  particular	 Knowledge	 skills.	 Each	 member	 of	 this	 race	
  picks two Knowledge skills. The member of this race 
  gains a +2 racial bonus on both of these skills, and those 
  skills are treated as class skills regardless of what class the 
  member of this race actually takes. 
  Silent Hunter (2 RP): Prerequisites: None; Benefit: 
  Members of this race reduce the penalty for using Stealth 
  while moving by 5 and can make Stealth checks while 
  running at a –20 penalty (this number includes the 
  penalty reduction from this trait).
  Silver Tongued (3 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 bonus on Diplomacy and 
  Bluff checks. In addition, when they use Diplomacy to 
  shift a creature’s attitude, they can do so up to three steps 
  up rather than just two.
  Skill Bonus (2 RP): Prerequisites: None; Benefits: Pick a 
  single skill. Members of this race gain a +2 racial bonus on 
  skill checks made with this skill. Alternatively, pick two 
  related skills—each member of this race gains a +1 racial 
  bonus on these skills during character creation. Special: 
  This	trait	can	be	taken	up	to	three	times.	Each	time	it	is	
  taken, choose a different skill (+2 bonus) or two different 
  skills (+1 bonus on one of character’s choice).
  Skill Training (1 RP): Prerequisites: None; 
  Benefit: Pick up to two skills. These skills are 
  always considered class skills for members of 
  this race.
  Skilled (4 RP): Prerequisites: None; Benefit: Members 
  of this race gain an additional skill rank at 1st level and one 
  additional skill rank whenever they gain a level.
  LIZARDFOLK
  Type
  Humanoid	(reptilian)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Str, +2 Con) 
  2 RP
  Languages
  Xenophobic 
  0 RP
  Racial Traits
  Defense Racial Traits
  Natural armor 
  2 RP
  Movement Racial Traits
  Swim 
  1 RP
  Offense Racial Traits
  Bite 
  1 RP
  Claws 
  2 RP
  Total  
  8 RP
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  Sneaky (5 RP): Prerequisites: None; Benefit: Members of 
  this race gain a +4 racial bonus on Stealth checks. 
  Sneaky Rider (6 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +4 racial bonus on Ride and Stealth checks. 
  Sociable (1 RP): Prerequisites: None; Benefit: When 
  members of this race attempt to change a creature’s attitude 
  with a Diplomacy check and fail by 5 or more, they can try to 
  influence the creature a second time even if 24 hours have 
  not passed. 
  Stalker (1 RP): Prerequisites: None; Benefit: Perception 
  and Stealth are always class skills for members of this race. 
  Static Bonus Feat (2 RP): Prerequisites: None; Benefit: 
  Choose one feat with no prerequisites. All members of this 
  race gain this feat as a bonus feat at 1st level. 
  Stonecunning (1 RP): Prerequisites: None; Benefit: 
  Members of this race receive a +2 bonus on Perception 
  checks to notice unusual stonework, such as traps and 
  hidden doors located in stone walls or f loors. They 
  receive a check to notice such features whenever they 
  pass within 10 feet of them, whether or not they are 
  actively looking.
  Underground Sneak (5 RP): Prerequisite: Race is native 
  to the Darklands; Benefit: Members of this race gain a +2 
  racial bonus on Craft (alchemy), Perception, and Stealth 
  checks. The bonus on Stealth checks increases to a +4 
  bonus while underground.
  Urbanite (1 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on Diplomacy checks 
  made to gather information and Sense Motive checks 
  made to get a hunch about a social situation.
  Water Child (4 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +4 racial bonus on Swim 
  checks, can always take 10 while swimming, and may 
  choose Aquan as a bonus language. 
  Advanced Traits
  Nimble Attacks (2 RP): Prerequisites: None; Benefit: Members 
  of this race receive Weapon Finesse as a bonus feat.
  Quick Reactions (2 RP): Prerequisites: None; Benefit: 
  Members of this race receive Improved Initiative as a 
  bonus feat.
  Magical Racial Traits
  The following racial traits augment a race’s ability to use 
  magic or grant spell-like abilities.
  Standard Traits
  Arcane Focus (1 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on concentration checks 
  made to cast arcane spells defensively.
  Change Shape, Greater (6 RP): Prerequisite: Aberration, 
  dragon, fey, humanoid, or monstrous humanoid 
  type; Benefit: Members of this race gain the following 
  supernatural ability: a member of this race can assume 
  the appearance of a Small or Medium humanoid as the 
  alter self spell, save that it does not adjust its ability scores.
  Change Shape, Lesser (3 RP): Prerequisite: Aberration, 
  dragon, 
  fey, 
  humanoid, 
  or 
  monstrous 
  humanoid 
  type; Benefit: Members of this race gain the following 
  supernatural ability: A member of this race can assume the 
  appearance of a single form of a single humanoid race of its 
  size. The form is static and cannot be changed each time 
  it takes this form. The creature gains a +10 racial bonus 
  on Disguise checks made to appear as the member of the 
  race whose appearance it assumes. Changing its shape is 
  a standard action. This trait otherwise functions as alter 
  self, save that the creature does not adjust its ability scores. 
  Deep Magic (3 RP): Prerequisite: Native of the Darklands; 
  Benefit: Members of this race gain a +2 racial bonus on 
  caster level checks made to overcome spell resistance and 
  a +2 racial bonus on dispel checks.
  Dissolution’s Child (5 RP): Prerequisite: Outsider (native) 
  with ties to the Shadow Plane, fey type, undead type, or 
  half-undead subtype; Benefit: Members of this race gain the 
  following supernatural ability: Once per day, a member of 
  this race can change its appearance to look as if it were little 
  more than a 4-foot-tall area of shadow. Its physical form 
  still exists and it is not incorporeal—only its appearance 
  changes. This racial trait works like invisibility, except the 
  effect only lasts 1 round per level (maximum 5 rounds).
  Dreamspeaker (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus to the saving 
  throw DCs of spells of the divination school and spells 
  that produce sleep effects that they cast. In addition, 
  members of this race with a Charisma score of 15 or 
  higher may use dream once per day as a spell-like ability 
  (caster level is equal to the user’s character level).
  Elemental Affinity (1 RP): Prerequisite: Outsider (native) 
  with ties to an elemental plane; Benefit: If a member 
  of the race is a sorcerer with the elemental bloodline 
  corresponding to the elemental plane it has ties to (i.e., 
  air, earth, fire, or water), it treats its Charisma score as 
  2 points higher for all sorcerer spells and class abilities. 
  Furthermore, a member of this race able to cast domain 
  spells that correspond to the elemental plane the race 
  has ties to casts its domain powers and spells at +1 caster 
  level. This trait does not give members of this race early 
  access to level-based powers; it only affects powers that 
  they could already use without this trait.
  Elemental Summoner (2 RP): Prerequisites: None; 
  Benefit: Choose one of the following elemental subtypes—
  air, earth, fire, or water. When summoning a creature 
  with the chosen subtype with a summon spell, increase 
  the duration of that spell by 2 rounds.
  Elven Magic (3 RP): Prerequisite:	 Elf	 subtype;	 Benefit: 
  Members of this race gain a +2 bonus on caster level 
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  Race Builder 4
  
  checks made to overcome spell resistance. In addition, 
  they also receive a +2 racial bonus on Spellcraft checks 
  made to identify the properties of magic items.
  Enclave Protector (2 RP): Prerequisites: None; Benefit: 
  Members of this race add +1 to the caster level of any 
  abjuration spells they cast. Members of this race also gain 
  the following spell-like abilities: constant—nondetection; 
  1/day—faerie fire, obscure object, sanctuary. The caster level 
  for these effects is equal to the user’s character level.
  Envoy (1 RP): Prerequisites: None; Benefit: Members of 
  this race with an Intelligence score of 11 or higher gain 
  the following spell-like abilities: 1/day—comprehend 
  languages, detect magic, detect poison, read magic. The caster 
  level for these effects is equal to the user’s character level.
  Fell Magic (3 RP): Prerequisites: None; Benefit: Members 
  of this race gain +1 to the DC of any saving throws 
  against necromancy spells that they cast. Members of 
  this race with a Wisdom score of 11 or higher also gain 
  the following spell-like abilities: 1/day—bleed, chill touch, 
  detect poison, touch of fatigue. The caster level for these 
  effects is equal to the user’s character level. The DC for 
  these spell-like abilities is equal to 10 + the spell’s level + 
  the user’s Wisdom modifier.
  Ferrous Growth (2 RP): Prerequisite: Outsider (native) 
  with	ties	to	the	Plane	of	Earth;	Benefit: Once per day, a 
  member of this race can cause a touched piece of iron or 
  steel to grow into an object weighing up to 10 pounds, 
  such as a sword, crowbar, or light steel shield. This object 
  remains in this form for 10 minutes or until broken or 
  destroyed, at which point it shrinks back to its original 
  size and shape.
  Fertile Soil (2 RP): Prerequisite: Outsider (native) 
  with	 ties	 to	 the	 Plane	 of	 Earth,	 fey	 type,	 or	 plant	 type;	
  Benefit: Sorcerer members of this race with the verdant 
  bloodline treat their Charisma score as 2 points higher 
  for all sorcerer spells and class abilities. Clerics who 
  are members of this race with the Plant domain use 
  their domain powers and spells at +1 caster level. This 
  trait does not give members of this race early access to 
  level-based powers; it only affects powers that they could 
  already use without this trait.
  Fiendish Sorcery (1 RP): Prerequisite: Outsider (native) 
  with ties to Abaddon, the Abyss, or Hell; Benefit: If a 
  member of this race is a sorcerer with the Abyssal or 
  Infernal bloodline, it treats its caster level as 1 higher 
  when casting bonus spells and bloodline powers. This 
  trait does not give members of this race early access to 
  level-based powers; it only affects powers that they could 
  already use without this trait.
  Gnome Magic (2 RP): Prerequisite: Gnome subtype; 
  Benefit: Members of this race gain a +1 bonus to the DC 
  of any saving throws against illusion spells that they 
  cast. Members of this race with a Charisma score of 11 
  or higher also gain the following spell-like abilities: 1/
  day—dancing lights, ghost sounds, prestidigitation, speak with 
  animals. The caster level for these effects is equal to the 
  user’s level. The DC for the spell-like abilities is equal to 
  10 + the spell’s level + the user’s Charisma modifier.
  Heavenborn (3 RP): Prerequisite: Outsider (native) with 
  ties	to	Elysium,	Heaven,	or	Nirvana;	Benefit: Members of 
  this race gain a +2 bonus on Knowledge (planes) checks, 
  and they cast spells with the good or light descriptor at 
  +1 caster level.
  Hypnotic (2 RP): Prerequisites: None; Benefit: Members of 
  this race add +1 to the DC for all saving throws against 
  spells or effects they cast that inflict the fascinated 
  condition. Once per day, when a creature rolls a saving 
  throw against such an effect from a member of this race, 
  the member of the race can force that creature to reroll the 
  saving throw and use the second result, even if it is worse.
  Hypnotic Gaze (3 RP): Prerequisites: None; Benefit: 
  Members of this race gain the following supernatural 
  ability: Once per day, a member of this race can attempt 
  to hypnotize a single target as per the spell hypnotism 
  (caster level equal to its character level). The effects of the 
  hypnotic gaze last only 1 round.
  Immortal Spark (7 RP): Prerequisite: Outsider (native) 
  with	 ties	 to	 Elysium,	 Heaven,	 or	 Nirvana;	 Benefit: 
  Members of this race gain a +2 bonus on Knowledge 
  (history) checks and saving throws against death effects 
  and can use lesser age resistance (Pathfinder RPG Ultimate 
  Magic 205) once per day as a spell-like ability.
  Lightbringer (2 RP): Prerequisites: None; Benefit: 
  Members of this race are immune to light-based blindness 
  and dazzle effects, and are treated as one level higher 
  when determining the effects of any light-based spells or 
  effects they cast (including spell-like and supernatural 
  abilities). If a member of this race has an Intelligence of 
  10 or higher, it may use light at will as a spell-like ability.
  Magical Linguist (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus to the DC of spells they 
  cast that have the language-dependent descriptor 
  or that create glyphs, symbols, or other magical 
  writings. They also gain a +2 racial bonus on saving 
  throws against such spells. Members of this race with a 
  Charisma score of 11 or higher also gain the following spell-
  like abilities: 1/day—arcane mark, comprehend languages, 
  message, read magic. The caster level for these spell-like 
  abilities is equal to the user’s character level.
  Nereid Fascination (3 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Water or fey type; Benefit: Members 
  of this race gain the following supernatural ability: Once 
  per day, a member of this race can create a 20-foot-radius 
  burst that causes humanoids within the aura’s range to 
  become fascinated with the user (as the bard’s fascinate 
  bardic performance). Affected humanoids may resist this 
  228
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  effect by making a successful Will saving throw (DC 10 + 1/2 
  the user’s character level + the user’s Charisma modifier).
  Object of Desire (1 RP): Prerequisites: None; Benefit: 
  Members of this race add +1 to their caster level when 
  casting charm person and charm monster.
  Pyromaniac (3 RP): Prerequisites: None; Benefit: 
  Members of this race are treated as +1 level higher when 
  casting spells with the fire descriptor, using granted 
  powers of the Fire domain, using bloodline powers 
  of the fire elemental bloodline, using the revelations 
  of the oracle’s f lame mystery, and determining the 
  damage of alchemist bombs that deal fire damage. This 
  trait does not give members of this race early access to 
  level-based powers; it only affects powers that they could 
  already use without this trait. If a member of this race 
  has a Charisma score of 11 or higher, it also gains the 
  following spell-like abilities: 1/day—dancing lights, flare, 
  prestidigitation, produce flame. The caster level for these 
  spell-like abilities is equal to the user’s character level.
  Samsaran Magic (2 RP): Prerequisite: Samsaran 
  subtype; Benefit: Members of this race with a Charisma 
  score of 11 or higher gain the following spell-like 
  abilities: 
  1/day—comprehend 
  languages, 
  deathwatch, 
  stabilize. The caster level for these effects is equal to the 
  user’s character level.
  Seducer (2 RP): Prerequisite: The race has at least a +2 racial 
  bonus to Charisma; Benefit: Members of this race add +1 to 
  the saving throw DCs for their spells and spell-like abilities 
  of the enchantment school. In addition, members of this 
  race with a Wisdom score of 15 or higher may use charm 
  person once per day as a spell-like ability (caster level is equal 
  to the user’s character level).
  Shadow Caster (2 RP): Prerequisites: None; Benefit: 
  Members of this race add +1 to the saving throw DCs 
  for their spells and spell-like abilities of the illusion 
  (shadow) subschool.
  Shadow Magic (2 RP): Prerequisites: None; Benefit: 
  Members of this race add +1 to the DC of any saving 
  throws against spells of the shadow subschool that they 
  cast. Members of this race with a Charisma score of 11 
  or higher also gain the following spell-like abilities: 1/
  day—ghost sound, pass without trace, ventriloquism. The 
  caster level for these spell-like abilities is equal to the 
  user’s character level.
  OGRE
  Type
  Humanoid	(giant)	
  0	RP
  Size
  Large 
  7 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Paragon (+4 Str, –2 Int, –2 Cha, –2 Wis) 
  1 RP
  Languages
  Xenophobic 
  0 RP
  Racial Traits
  Ability Score Racial Traits
  Advanced Constitution (+2) 
  4 RP
  Advanced Wisdom (+2) 
  4 RP
  Defense Racial Traits
  Improved natural armor (+1) 
  1 RP
  Natural armor 
  2 RP
  Offense Racial Traits
  Reach 
  1 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Low-light vision 
  1 RP
  Total  
  23 RP
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  Soul Seer (4 RP): Prerequisite: Outsider (native); Benefit: 
  Members of this race gain the use of deathwatch as a 
  constant spell-like ability. 
  Spell-Like Ability, Lesser (Variable, see Special): 
  Prerequisites: None; Benefit: Choose a 2nd-level or lower 
  spell that does not attack a creature or deal damage. 
  Members of this race can use this spell as a spell-like 
  ability once per day. The caster level of the spell is equal 
  to the user’s character level. Special: This trait costs as 
  many RP as the level of the spell chosen (minimum 1 
  RP).	This	trait	can	be	taken	up	to	three	times.	Each	time	
  you take an additional spell, adjust the RP cost of this 
  trait appropriately.
  Stoneseer (2 RP): Prerequisites: None; Benefit: Members 
  of this race add +1 to the caster level of any spells with the 
  earth descriptor they cast. Members of this race also gain 
  the following spell-like abilities: constant—nondetection; 1/
  day—magic stone, stone shape, stone tell. The caster level for 
  these spell-like abilities is equal to the user’s character level.
  Stonesinger (1 RP): Prerequisites: None; Benefit: 
  Members of this race are treated as 1 level higher when 
  casting spells with the earth descriptor or using powers 
  of	 the	 Earth	 domain,	 bloodline	 powers	 of	 the	 earth	
  elemental bloodline, and revelations of the oracle’s stone 
  mystery. This trait does not give members of this race 
  early access to level-based powers; it only affects powers 
  they could already use without this trait.
  Svirfneblin Magic (2 RP): Prerequisite: Gnome subtype; 
  Benefit: Members of this race add +1 to the DC of any illusion 
  spells they cast. They also gain the following spell-like 
  abilities: constant—nondetection; 1/day—blindness/deafness, 
  blur, disguise self. The DC for the spells is equal to 10 + the 
  spell’s level + the caster’s Charisma modifier.
  Treacherous Earth (2 RP): Prerequisite: Outsider (native) 
  with	ties	to	the	Plane	of	Earth	or	fey	type;	Benefit: Members 
  GATHLAIN
  These strange fey creatures have a symbiotic relationship with 
  an ivy-like plant that serves as their wings. The relationship is 
  so close, it is impossible to separate fey from plant. Gathlains 
  are sometimes helpful, often mischievous, and native to deep 
  primeval forests and jungles, but are also prone to wanderlust 
  and adventuring. 
  Type
  Fey 
  2 RP
  Size
  Small 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Cha, -2 Con, +2 Dex) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Natural armor 
  2 RP
  Magical Racial Traits
  Spell-like ability, lesser (entangle, feather step  
  [Advanced Player’s Guide 221]) 
  2 RP
  Movement Racial Traits
  Flight (40 ft. poor) 
  6 RP
  Senses Racial Traits 
  Low-light vision 
  — RP
  Total 
  12 RP
  230
  230
  
  of this race gain the following supernatural ability: Once 
  per day, a member of this race can will the earth to 
  rumble and shift, transforming a 10-foot-radius patch of 
  earth, unworked stone, or sand into an area of difficult 
  terrain centered on a square it can touch. This lasts for a 
  number of minutes equal to the user’s level, after which 
  the ground returns to normal.
  Weather Savvy (1 RP): Prerequisite: Outsider (native) 
  with ties to the Plane of Air or fey type; Benefit: Members 
  of this race are so in tune with the air and sky they can 
  sense the slightest change in atmospheric conditions. 
  They can spend a full-round action to predict the weather 
  in an area for the next 24 hours. This prediction is always 
  accurate, but cannot account for spells or supernatural 
  effects that might alter the forecast.
  Advanced Traits
  Constant Spell-Like Divination (3 RP): Prerequisites: None; 
  Benefit: Choose one of the following spells: detect magic, 
  detect poison, detect secret doors, detect undead. Members of 
  this race can use this spell as a constant spell-like ability. 
  The caster level of the spell-like ability is equal to the 
  user’s character level. 
  Shadow Travel (5 RP): Prerequisite: Outsider (native) 
  with ties to the Shadow Plane; Benefit: When a member 
  of this race reaches 9th level in any combination of 
  classes, she gains the ability to use shadow walk (self only) 
  as a spell-like ability once per day, and at 13th level, she 
  can use plane shift (self only to the Shadow Plane or the 
  Material Plane only) as a spell-like ability once per day. 
  The caster level of these spell-like abilities is equal to the 
  user’s character level. 
  Spell-Like Ability, Greater (Variable, see Special): 
  Prerequisites: None; Benefit: Choose a 3rd-level or 4th-
  level spell that does not attack a creature or deal damage. 
  Members of this race can use this spell as a spell-like 
  ability once per day. The caster level of the spell is equal 
  to the user’s character level. Special: This trait costs as 
  many RP as the level of the spell chosen. This trait can be 
  taken	up	to	three	times.	Each	time	you	take	an	additional	
  spell, adjust the RP cost of this trait appropriately.
  Monstrous Traits
  Spell-Like Ability, At-Will (Variable, see Special): 
  Prerequisites: None; Benefit: Choose a 3rd-level or lower 
  spell that does not attack a creature or deal damage. 
  Members of this race can use this spell as an at-will spell-
  like ability. The caster level of the spell is equal to the 
  user’s character level. Special: This trait costs as many RP 
  as twice the level of spell chosen (minimum 2). Up to five 
  spells	can	be	chosen	when	you	take	this	trait.	Each	time	
  you take an additional spell, adjust the RP cost of this 
  trait appropriately.
  Movement Racial Traits
  The following racial traits augment a race’s ability to 
  move about the world.
  Standard Traits
  Climb (2 RP): Prerequisites: None; Benefit: Members of this 
  race have a climb speed of 20 feet, and gain the +8 racial 
  bonus on Climb checks that a climb speed normally grants.
  Darklands Stalker (4 RP): Prerequisite: Native to the 
  Darklands; Benefit: Members of this race can move 
  unhindered through difficult terrain while underground. 
  In addition, members of this race with a Dexterity score 
  of 13 or higher gain Nimble Moves as a bonus feat.
  Fleet-Footed (3 RP): Prerequisite: The race has at least 
  a +2 racial bonus to Dexterity; Benefit: Members of this 
  race receive Run as a bonus feat and a +2 racial bonus on 
  initiative checks.
  Gliding Wings (3 RP): Prerequisites: None; Benefit: 
  Members of this race take no damage from falling (as if 
  subject to a constant nonmagical feather fall spell). While 
  in midair, members of this race can move up to 5 feet 
  in any horizontal direction for every 1 foot they fall, at 
  a speed of 60 feet per round. A member of a race with 
  gliding wings cannot gain height with these wings alone; 
  it merely coasts in other directions as it falls. If subjected 
  to a strong wind or any other effect that causes a creature 
  with gliding wings to rise, it can take advantage of the 
  updraft to increase the distance it can glide.
  Jumper (2 RP): Prerequisite: The race has at least a +2 
  racial bonus to Dexterity; Benefit: Members of this race 
  are always considered to have a running start when 
  making Acrobatics checks to jump.
  Mountaineer (1 RP): Prerequisites: None; Benefit: 
  Members of this race are immune to altitude sickness 
  and do not lose their Dexterity bonus to AC when making 
  Climb checks or Acrobatics checks to cross narrow or 
  slippery surfaces.
  Sprinter (1 RP): Prerequisite: Normal speed; Benefit: 
  Members of this race gain a +10 foot racial bonus to their 
  speed when using the charge, run, or withdraw actions.
  Swift as Shadows (3 RP): Prerequisite: The race has at 
  least a +2 racial bonus to Dexterity; Benefit: Members 
  of this race reduce the penalty for using Stealth while 
  moving at full speed by 5, and reduce the Stealth check 
  penalty for sniping by 10.
  Swim (2 RP): Prerequisites: None; Benefit: Members of 
  this race have a swim speed of 30 feet and gain the +8 racial 
  bonus on Swim checks that a swim speed normally grants.
  Terrain Stride (1 RP): Prerequisite: Normal speed; 
  Benefit: Choose a ranger favored terrain type. Members 
  of this race can move through natural difficult terrain 
  at their normal speed while within the chosen terrain. 
  Magically altered terrain affects them normally.
  231
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  Race Builder 4
  
  Vestigial Wings (2 RP): Prerequisites: None; Benefit: 
  Members of this race have wings that do not provide the 
  lift required for actual flight, but do have enough power 
  to aid flight attained by some other method, and grant a 
  +4 racial bonus on Fly checks.
  Advanced Traits
  Burrow (3 RP): Prerequisite: Normal speed; Benefit: 
  Members of this race gain a burrow speed of 20 feet. 
  Special: This trait can be taken twice. The second time it 
  is taken, the burrow speed increases to 30 feet.
  Fast (1 RP): Prerequisite: Normal speed; Benefit: 
  Members of this race gain a +10 foot bonus to their base 
  speed. Special: This trait can be taken more than once, but 
  each time it is, the cost increases by 1 RP. Its effects stack.
  Flight (4 RP): Prerequisites: None; Benefit: Members 
  of this race have a fly speed of 30 feet with clumsy 
  maneuverability. Special: This trait can be taken more 
  than once. For each additional 2 RP spent, the race’s fly 
  speed increases by +10 feet, and the maneuverability 
  improves by one step.
  Powerful Swimmer (1 RP): Prerequisite: Swim racial 
  trait; Benefit: Members of this race receive a +10 foot 
  bonus to their swim speed. Special: This trait can be taken 
  twice. Its effects stack. 
  Monstrous Traits
  Expert Climber (4 RP): Prerequisite: Climb racial trait; 
  Benefit: Members of this race can cling to cave walls 
  and even ceilings as long as the surface has hand- and 
  footholds. In effect, members of this race are treated as 
  being constantly under the effects of a nonmagical spider 
  climb spell, save that members of this race cannot cling to 
  smooth surfaces. This trait doubles the normal +8 racial 
  bonus on Climb checks normally granted to creatures 
  with a climb speed (to a total +16 bonus). 
  Offense Racial Traits
  The following racial traits augment a race’s fighting prowess. 
  Standard Traits
  Bite (1 RP): Prerequisites: Small or larger size; Benefit: 
  Members of this race gain a natural bite attack, dealing 
  damage equivalent to that of a creature two size categories 
  lower than normal for their size (Bestiary 302; 1d2 for 
  Small races, 1d3 for Medium, etc.). The bite is a primary 
  attack, or a secondary attack if the creature is wielding 
  manufactured weapons. Special: This trait can be taken 
  up to two times. The second time it is taken, the bite 
  damage increases by one size category.
  Breath Weapon (1 RP): Prerequisites: Aberration, 
  construct, dragon, humanoid (reptilian), monstrous 
  humanoid, or outsider (native) with ties to an elemental 
  plane; Benefit: Choose one of the following energy types: 
  acid, cold, electricity, or fire. If the creature is an outsider 
  (native), it must have ties to an elemental plane, and it must 
  pick an energy that corresponds to the plane it has ties to 
  (acid [earth], cold [water], electricity [air], or fire [fire]). 
  Then pick either a 15-foot cone or a 20-foot line. Once per 
  day, as a standard action, members of this race can make a 
  supernatural breath weapon attack that deals 1d6 points of 
  the damage type chosen in the area chosen. All creatures 
  within the affected area must make a Reflex saving throw 
  to avoid taking damage. The save DC against this breath 
  weapon is 10 + 1/2 the user’s character level + the user’s 
  Constitution modifier. Those who succeed at the save take 
  no damage from the attack. Special: You can take this trait 
  more	than	once.	Each	time	you	do	so,	the	cost	of	this	trait	
  increases by 1 RP. When do, you can augment the breath 
  weapon in the following ways (augmentations marked with 
  an asterisk [*] can be taken more than once).
  Extra Breath*: The member of this race can use its 
  breath weapon an additional time per day.
  Increased Area: Increase the cone’s size to 30 feet or the 
  line to 50 feet.
  Increased Damage*: Increase the damage by an 
  additional d6.
  Powerful Breath: The breath weapon deals half damage 
  on a failed saving throw.
  Celestial Crusader (7 RP): Prerequisite: Outsider 
  (native)	with	ties	to	Elysium,	Heaven,	or	Nirvana;	Benefit: 
  Members of this race gain a +1 insight bonus on attack 
  rolls and to AC against evil outsiders and a +2 racial 
  bonus to identify evil outsiders or items or effects evil 
  outsiders create with Knowledge (planes) or Spellcraft; 
  they may use these skills untrained for this purpose.
  Elemental Assault (1 RP): Prerequisite: Dragon type or 
  outsider (native) with ties to an elemental plane; Benefit: 
  Pick one of the following energy types that corresponds 
  to the plane the race has ties to: acid (earth), cold (water), 
  electricity (air), or fire (fire). Members of this race gain 
  the following supernatural ability: Once per day as a swift 
  action, a member of this race can call on the elemental 
  power lurking in its veins to shroud its arms in the energy 
  type that corresponds to the elemental plane its race 
  has ties to. Unarmed strikes with its elbows or hands (or 
  attacks with weapons held in those hands) deal +1d6 points 
  of damage of the appropriate energy type. This lasts for 1 
  round per character level. The creature may end the effects 
  of its elemental assault early as a free action.
  Ferocity (4 RP): Prerequisites: None; Benefit: Members of 
  this race gain the following extraordinary ability: If the hit 
  points of a member of this race fall below 0 but it is not yet 
  dead, it can continue to fight. If it does, it is staggered, and 
  loses 1 hit point each round. It still dies when its hit points 
  reach a negative amount equal to its Constitution score.
  232
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  Gatecrasher (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +2 racial bonus on Strength 
  checks to break objects and a +2 racial bonus on combat 
  maneuver checks to sunder.
  Hatred (1 RP): Prerequisites: None; Benefit: Choose two 
  subtypes of humanoids or outsiders or one creature type 
  other than humanoid or outsider. Members of this race 
  gain a +1 racial bonus on attack rolls against creatures of 
  these subtypes or this type.
  Kneecapper (1 RP): Prerequisite: Small; Benefit: Members 
  of this race gain a +4 racial bonus on combat maneuver 
  checks to trip an opponent.
  Magehunter (4 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 racial bonus on Spellcraft checks 
  made to identify a spell being cast and a +1 racial bonus on 
  attack rolls against arcane spellcasters. Members of this 
  race only gain this bonus against creatures that use spells, 
  not against those that only use spell-like abilities.
  Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: 
  Once per day, when a member of this race is reduced to 
  fewer than 0 hit points but is not killed, it can fight on 
  for 1 more round as if disabled. At the end of its next turn, 
  unless brought to above 0 hit points, it immediately falls 
  unconscious and begins to die.
  Poison Use (1 RP): Prerequisites: None; Benefit: Members of 
  this race are skilled with poison and never risk accidentally 
  poisoning themselves when applying it to weapons.
  Relentless (1 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +2 bonus on combat maneuver checks 
  made to bull rush or overrun an opponent. This bonus 
  KASATHA
  Hunters and raiders of the wasteland, 
  the clannish, four-armed kasatha 
  guard their territories by way of 
  lightning-fast raids and terrifying 
  assaults. As young adults, some members 
  of this race roam the world for a full year 
  looking for adventure and treasure to bring back  
  to their clans. A renegade few decide to forsake their 
  clan and spend their life adventuring. 
  Type
  Humanoid	(kasatha)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Dex, +2 Wis) 
  2 RP
  Languages
  Standard 
  0 RP
  Racial Abilities
  Defense Racial Traits
  Defensive training, greater 
  4 RP
  Desert runner 
  2 RP
  Feat and Skill Racial Traits
  Stalker 
  1 RP
  Movement Racial Traits
  Jumper 
  2 RP
  Terrain stride (desert) 
  1 RP
  Other Racial Traits
  Multi-armed (4 arms) 
  8 RP
  Total 
  20 RP
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  Race Builder 4
  
  only applies while both the member of this race and its 
  opponent are standing on the ground.
  Sky Sentinel (3 RP): Prerequisites: None; Benefit: Members 
  of this race gain a +1 racial bonus on attack rolls, a +2 dodge 
  bonus to AC, and a +2 bonus on Perception checks against 
  flying creatures. In addition, enemies on higher ground 
  gain no attack roll bonus against members of this race.
  Slapping Tail (3 RP): Prerequisites: None; Benefit: 
  Members of this race have a tail they can use to make 
  attacks of opportunity with a reach of 5 feet. The tail is 
  a natural attack that deals 1d6 points of damage plus the 
  user’s Strength modifier if Small, 1d8 points of damage 
  plus the user’s Strength modifier if Medium, or 1d10 
  points of damage plus 1-1/2 times the user’s Strength 
  modifier if Large. Special: If a Large creature has the reach 
  trait, its tail also gains reach.
  Stench Aura (4 RP): Prerequisite: Monstrous humanoid 
  type, reptilian subtype, or undead type; Benefit: Members 
  of this race secrete a terrible scent as a 15-foot aura that 
  nearly every other creature finds offensive. All living 
  creatures (except those with the stench aura ability) within 
  the aura must succeed at a Fortitude saving throw (DC 10 
  + 1/2 the user’s character level + the user’s Constitution 
  modifier) or be sickened for 5 rounds. Creatures that 
  succeed at the saving throw cannot be sickened by the 
  same creature’s stench aura for 24 hours. A delay poison or 
  neutralize poison spell or similar effect removes the effect 
  from the sickened creature. This is a poison effect. Special: 
  This trait can be taken up to two times. The second time 
  it is taken, the size of the aura increases to 30 feet, and the 
  duration of the effect increases to 10 rounds.
  Sticky Tongue (2 RP): Prerequisite: Medium or larger 
  size; Benefit: Members of this race can make melee attacks 
  with their long, sticky tongues. This is a secondary 
  attack. A creature hit by this attack cannot move more 
  than 10 feet away from the attacker and takes a –2 penalty 
  to AC as long as the tongue is attached (this penalty does 
  not stack if multiple tongues are attached). The tongue 
  TROX
  These large and horrid burrowers are native to mountains and 
  highlands, but are often enslaved to serve as terrifying shock 
  troops in marauding armies or as gladiatorial spectacles. 
  Some trox earn their freedom and find employment as 
  bodyguards, thugs, or even adventurers. 
  Type
  Monstrous humanoid 
  3 RP
  Size
  Large 
  7 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Paragon (+4 Str, –2 Int, –2 Wis, –2 Cha) 1 RP
  Languages
  Xenophobic 
  0 RP
  Racial Traits
  Ability Score Racial Traits
  Advanced Strength (+2) 
  4 RP
  Movement Racial Traits
  Burrow 
  3 RP
  Offense Racial Traits
  Frenzy 
  2 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  2 RP
  Other Racial Traits
  Grabbing appendages 
  6 RP
  Total 
  28 RP
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  can be removed by the target or an adjacent ally by 
  making an opposed Strength check against the attacking 
  creature as a standard action or by dealing 2 points of 
  damage to the tongue (AC 11, damage does not reduce the 
  sticky-tongued creature’s hit points). A member of this 
  race cannot move more than 10 feet away from a creature 
  stuck to its tongue, but it can release its tongue from the 
  target as a free action. A member of this race can only 
  have one creature attached to its tongue at a time. Special: 
  This trait can be taken up to two times. The second time 
  it is taken, members of this race gain the ability to pull a 
  creature attached to their tongue 5 feet toward them as a 
  swift action.
  Swarming (1 or 2 RP): Prerequisite: Medium or smaller 
  size; Benefit: Members of this race are used to living and 
  fighting communally with other members of their race. 
  Up to two members of this race can share the same square 
  at the same time. If two members of this race that are 
  occupying the same square attack the same foe, they are 
  considered to be flanking that foe as if they were in two 
  opposite squares. Special: If the race is Small or smaller, 
  this trait costs 1 RP. If the race is Medium, it costs 2 RP.
  Terrifying Croak (2 RP): Prerequisites: None; Benefit: 
  Members of this race gain the following supernatural 
  ability: Once per hour as a standard action, a member of 
  this race can emit a thunderous croak. Any creature not 
  of its subtype (if humanoid) or type (if another race type) 
  must make a successful Will saving throw (DC 10 + 1/2 the 
  user’s character level + the user’s Charisma modifier) or 
  become shaken for 1d4 rounds. A target that successfully 
  saves cannot be affected by the user’s terrifying croak 
  for 24 hours. Creatures that are already shaken become 
  frightened for 1d4 rounds instead. This is a sonic, mind-
  affecting effect.
  Toxic (1 RP): Prerequisite: Aberration, dragon, plant, 
  or undead type, or grippli, half-undead, reptilian, or 
  vishkanya subtype; Benefit: Members of this race gain the 
  following extraordinary ability: A number of times per 
  day equal to its Constitution modifier (minimum 1/day), a 
  member of this race can envenom a weapon that it wields 
  with its toxic saliva or blood (using blood requires the 
  creature to be injured when it uses this ability). Applying 
  venom in this way is a swift action. When you take this 
  trait, choose one of the following venoms.
  Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user’s 
  Hit Dice + the user’s Constitution modifier; frequency 1/
  round for 6 rounds; effect 1 Con; cure 1 save.
  Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s 
  Hit Dice + the user’s Constitution modifier; frequency 1/
  round for 6 rounds; effect 1d2 Dex; cure 1 save.
  Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s 
  Hit Dice + the user’s Constitution modifier; frequency 1/
  round for 6 rounds; effect 1d2 Str; cure 1 save.
  Weapon Familiarity (1 RP): Prerequisites: None; Benefit: 
  Choose up to two weapons, or one weapon and a racial 
  weapon group. When choosing a racial weapon group, you 
  must choose a group that includes the same name as one 
  of your subtypes. Members of this race are proficient with 
  those weapons. For the purposes of weapon familiarity, 
  all bows are considered one weapon. Special: This trait can 
  be taken up to two times. The second time it is taken, the 
  race becomes proficient with another two weapons or one 
  weapon and a racial weapon group.
  Wyrmscourged (3 RP): Prerequisites: None; Benefit: 
  Members of this race gain a +1 bonus on attack rolls and 
  a +2 dodge bonus to AC and on saving throws against 
  the extraordinary, supernatural, and spell-like abilities 
  of dragons. In addition, they gain a +2 racial bonus on 
  Knowledge (arcana) checks to identify dragons and can 
  make such checks untrained.
  Advanced Traits
  Claws (2 RP): Prerequisites: None; Benefit: Members of 
  this race receive two claw attacks. These are primary 
  natural attacks. The damage is based on the creature’s 
  size (Bestiary 302).
  Frenzy (2 RP): Prerequisites: None; Benefit: Once per day, 
  whenever a member of this race takes damage, it flies 
  into a frenzy for 1 minute, gaining a +2 racial bonus to 
  Constitution and Strength, but a –2 penalty to AC.
  Frightful Gaze (6 RP): Prerequisites: None; Benefit: 
  Members of this race gain the following supernatural 
  ability: Creatures within 30 feet of a member of this race 
  that meet its gaze must succeed at a Will saving throw (DC 
  10 + the 1/2 user’s character level + the user’s Charisma 
  modifier) or stand paralyzed in fear for 1 round. This is a 
  mind-affecting fear effect. A target that successfully saves 
  cannot be affected by the user’s frightful gaze for 24 hours.
  Natural Attack (1 RP): Prerequisites: None; Benefit: Pick 
  one of the following natural attacks: gore, hoof (if the 
  race has hooves), slam, talons, or wings (if the race has 
  flight). Members of this race receive one natural attack 
  of the chosen type. Gore, slam, and talons are primary 
  natural attacks, while hoof and wings are secondary 
  natural attacks. The damage is based on the creature’s 
  size (Bestiary 302). Special: This trait can be taken multiple 
  times.	Each	time,	pick	a	different	natural	attack.
  Reach (1 RP): Prerequisite: Large size; Benefit: Members 
  of this race have a reach of 10 feet.
  Swordtrained (4 RP): Prerequisites: None; Benefit: 
  Members of this race are trained from birth in swordplay, 
  and as a result are automatically proficient with swordlike 
  weapons (including bastard swords, daggers, elven curve 
  blades, 
  falchions, 
  greatswords, 
  kukris, 
  longswords, 
  punching daggers, rapiers, scimitars, short swords, and 
  two-bladed swords).
  235
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  Race Builder 4
  
  Tripping Tail (3 RP): Prerequisite: Slapping tail trait; 
  Benefit: When a member of this race hits with its slapping 
  tail, it can make a trip attack as a free action that does not 
  provoke attacks of opportunity. 
  Monstrous Traits
  Elemental Weapons (6 RP): Prerequisite: Outsider (native) 
  with ties to an elemental plane; Benefit: Pick one of the 
  following energy types that corresponds to the plane the 
  race has ties to: acid (earth), cold (water), electricity (air), or 
  fire (fire). Members of this race deal 1d6 points of energy 
  damage of the selected type whenever they strike a foe with 
  a natural attack, unarmed strike, or melee weapon.
  Powerful Charge (2 RP): Prerequisite: Natural attack 
  trait; Benefit: Select one of the race’s natural attacks. 
  Whenever a member of this race charges, it deals twice 
  the number of damage dice with the selected natural 
  attack plus 1-1/2 times its Strength bonus.
  Rock Throwing (3 RP): Prerequisite: Large size; Benefit: 
  Members of this race are accomplished rock throwers 
  and gain a +1 racial bonus on attack rolls with thrown 
  rocks. A member of this race can hurl rocks up to two 
  categories smaller than its size. A “rock” is any large, 
  bulky, and relatively regularly shaped object made of any 
  material with a hardness of at least 5. A thrown rock has 
  a range increment of 120 feet. The creature can hurl the 
  rock up to five rage increments. Damage from a thrown 
  rock is 2d6 plus 1-1/2 times the throwing creature’s 
  Strength bonus.
  Senses Racial Traits
  All races start with normal vision. The following traits 
  augment their vision or otherwise enhance their senses. 
  Standard Traits
  Carrion Sense (1 RP): Prerequisites: None; Benefit: 
  Members of this race have a natural ability to sniff out 
  carrion. This functions like the scent ability, but only for 
  corpses and badly wounded creatures (creatures with 25% 
  or fewer hit points).
  Darkvision 60 Feet (2 RP): Prerequisites: None; Benefit: 
  Members of this race can see in the dark up to 60 feet. 
  Darkvision 120 Feet (3 RP): Prerequisites: None; Benefit: 
  Members of this race can see in the dark up to 120 feet.
  Deepsight (2 RP): Prerequisite: Amphibious racial trait; 
  Benefit: Members of this race are specially adapted to 
  the lightless depths of the oceans, but not to air-filled 
  environments. They can see in the dark up to 120 feet 
  while underwater, but do not gain this benefit out of water.
  Low-Light Vision (1 RP): Prerequisites: None; Benefit: 
  Members of this race can see twice as far as a race with 
  normal vision in conditions of dim light.
  Minesight (2 RP): Prerequisites: None; Benefit: Members 
  of this race have darkvision 90 feet; however, they are 
  automatically dazzled in bright light and take a –2 penalty 
  on saving throws against effects with the light descriptor.
  Water Sense (1 RP): Prerequisite: Outsider (native) with 
  ties to the Plane of Water or amphibious racial trait; 
  Benefit: Members of this race can sense vibrations in 
  water, granting them blindsense 30 feet against creatures 
  that are touching the same body of water.
  Advanced Traits
  Scent (4 RP): Prerequisites: None; Benefit: Members of this 
  race gain the scent ability (Bestiary 304).
  See in Darkness (4 RP): Prerequisites: None; Benefit: 
  Members of this race can see perfectly in darkness of any 
  kind, including that created by spells such as deeper darkness.
  Monstrous Traits
  All-Around Vision (4 RP): Prerequisites: None; Benefit: 
  Members of this race have some way of seeing all around 
  them, granting them a +4 racial bonus on Perception 
  checks and making them immune to flanking. 
  Blindsense 30 Feet (4 RP): Prerequisites: None; Benefit: 
  Using nonvisual senses such as acute smell or hearing, 
  members of this race notice things they cannot see. Members 
  of this race usually do not need to make Perception checks to 
  pinpoint the location of a creature within 30 feet, provided 
  they have line of effect to that creature. A creature that 
  members of this race cannot see still has total concealment 
  against individuals with blindsense, and members of this 
  race still have the normal miss chance when attacking 
  creatures that have concealment. Visibility still affects the 
  movement of members of this race. Members of this race 
  are still denied their Dexterity bonus to AC against attacks 
  from creatures they cannot see.  
  Weakness Racial Traits
  The following racial traits apply weaknesses to members 
  of the race. All weakness racial traits cost negative RP, 
  which means they subtract from a race’s total RP spent for 
  the purposes of meeting the race’s power level restrictions. 
  Quadrupeds and Magic Item Slots
  Creating a race with more than two legs adversely affects 
  that race’s ability to use standard feet slot magic items. 
  The best way to deal with this is to create variant magic 
  item versions of the various boots, shoes, and slippers that 
  can be worn by this race. Allow members of these races to 
  find ankle bracelets of speed or horseshoes of spider climb 
  that act just like their traditional magic item counterparts, 
  but fit the new race’s form.
  236
  236
  
  Standard Traits
  Light Blindness (–2 RP): Prerequisite: Darkvision or see in 
  darkness trait; Weakness: Abrupt exposure to bright light 
  blinds members of this race for 1 round; on subsequent 
  rounds, they are dazzled as long as they remain in the 
  affected area.
  Light Sensitivity (–1 RP): Prerequisite: Darkvision; 
  Weakness: Members of this race are dazzled as long as they 
  remain in an area of bright light.
  Negative Energy Affinity (–1 RP): Prerequisites: None; 
  Weakness: A member of this race is alive, but reacts to 
  positive and negative energy as if it were undead—
  positive energy harms it, while negative energy heals it.
  Resurrection Vulnerability (–1 RP): Prerequisite: Half-
  undead subtype or undead type; Weakness: A raise dead spell 
  cast on a member of this race can destroy it (Will negates). 
  Using the spell in this way does not require a material 
  component.
  Vulnerable to Sunlight (–2 RP): Prerequisite: Native 
  to the Darklands or the Plane of Shadow; Weakness: 
  Members of this race take 1 point of Constitution damage 
  after every hour they are exposed to sunlight.
  Advanced Traits
  Elemental Vulnerability (–2 RP): Prerequisite: Outsider 
  (native) with ties to an elemental plane; Weakness: Pick 
  one of the following energy types: acid, cold, electricity, 
  or fire. Members of this race have vulnerability to the 
  chosen energy type. They cannot posses any racial trait 
  that grants them resistance or immunity to this energy 
  type. Special:	This	trait	can	be	taken	multiple	times.	Each	
  time it is taken, choose a different energy type. If a race 
  has vulnerability to fire and immunity to cold, it gains 
  the cold subtype. If a race has vulnerability to cold and 
  immunity to fire, it gains the fire subtype. 
  Sunlight Powerlessness (–2 RP): Prerequisite: Half-
  undead subtype or undead type; Weakness: Members of 
  this race are powerless in natural sunlight (this does not 
  include light created by effects such as a daylight spell). A 
  member of this race caught in natural sunlight cannot 
  attack and is staggered.
  WYRWOOD
  The original wyrwoods were created centuries ago to 
  serve a wizard as spies and emotionless apprentices. 
  The wizard’s downfall came about when he granted 
  them free will, which in addition to their cold, calculating 
  intelligence heralded the birth of a strange new race. 
  The wyrwoods murdered their former master and stole the 
  secrets of their own creation, which they jealously guard and 
  rigorously control.
  Type
  Construct 
  20 RP
  Size
  Small 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, +2 Int, –2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Low-light vision 
  — RP
  Total 
  20 RP
  237
  237
  Race Builder
  Race Builder 4
  
  Other Racial Traits
  This category covers various traits that other categories 
  do not, which can augment your race in a number of 
  different ways.
  Standard Traits
  Amphibious (2 RP): Prerequisite: Swim racial trait; Benefit: 
  Members of this race are amphibious and can breathe 
  both air and water.
  Heroic (4 RP): Prerequisites: None; Benefit: In campaigns 
  that use the optional hero point system (Pathfinder RPG 
  Advanced Player’s Guide 322), each time a member of this 
  race gains a level, it gains 2 hero points instead of 1. If it 
  takes the Blood of Heroes feat, it gains 3 hero points each 
  level instead of 2.
  Hold Breath (1 RP): Prerequisites: None; Benefit: 
  Members of this race can hold their breath for a number 
  of rounds equal to four times their Constitution score 
  before risking drowning or suffocating.
  Light and Dark (1 RP): Prerequisites: None; Benefit: 
  Members of this race gain the following supernatural 
  ability: Once per day as an immediate action, a member 
  of this race can treat positive and negative energies as if 
  it were an undead creature, taking damage from positive 
  energy and healing damage from negative energy. This 
  ability lasts for 1 minute once activated. 
  Multitalented (2 RP): Prerequisites: None; Benefit: 
  Members of this race choose two favored classes at 1st 
  level and gain +1 hit points or +1 skill rank whenever they 
  take a level in either of those classes. 
  Prehensile Tail (2 RP): Prerequisites: None; Benefit: 
  Members of this race have a long, flexible tail that can 
  be used to carry objects. They cannot wield weapons with 
  their tails, but they can retrieve small, stowed objects 
  carried on their persons as a swift action.
  Rodent Empathy (1 RP): Prerequisite: Ratfolk subtype; 
  Benefit: Members of this race gain a +4 bonus on Handle 
  Animal checks made to influence rodents.
  WYVARAN
  Thought to be a fusion of kobolds and wyverns, 
  wyvarans are often found leading kobold tribes, 
  serving wyverns, or even dwelling among true 
  dragons. Like wyverns, they are territorial 
  creatures, but also have an acute sense of honor. 
  Depending on how they are treated, wyvarans 
  can become powerful allies or deadly enemies. 
  Type
  Dragon 
  10 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Int, +2 Wis) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Movement Racial Traits
  Flight (30 ft., clumsy) 
  4 RP
  Offense Racial Traits
  Slapping tail 
  3 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Low-light vision 
  — RP
  Total  
  17 RP
  238
  238
  
  Treespeech (2 RP): Prerequisite: Plant type; Benefit: 
  Members of this race have the ability to converse with 
  plants as if subject to a continual speak with plants spell.
  Advanced Traits
  Grabbing Appendages (6 RP): Prerequisites: Any type except 
  humanoid, Large size; Benefit: Members of this race have 
  a small group of appendages that are useful for little 
  more than to aid in grappling. Members of this race gain 
  Improved Grapple as a bonus feat, and can maintain a 
  grapple and still make attacks with their main appendages.
  Monstrous Traits
  Multi-Armed (4 RP): Prerequisites: None; Benefit: Members 
  of this race possess three arms. A member of this race can 
  wield multiple weapons, but only one hand is its primary 
  hand, and all others are off hands. It can also use its 
  hands for other purposes that require free hands. Special: 
  This trait can be taken up to twice. When it is taken a 
  second time, the race gains a fourth arm. 
  Quadruped (2 RP): Prerequisites: Any type except humanoid, 
  Large size, normal speed; Benefit: Members of this race possess 
  four legs and two arms, granting them a +4 racial bonus to 
  CMD against trip attempts and a +10 foot bonus to their 
  base speed. In addition, members of this race use weapons 
  and armor as if they were Medium (instead of Large). Special: 
  The number of legs can be increased by 2 for each additional 
  1	RP	spent.	Each	such	increase	grants	an	additional	+4	racial	
  bonus to CMD against trip attempts, but no other bonus. 
  CORE RACE EXAMPLES
  Presented in this section are the seven core races from the 
  Pathfinder RPG Core Rulebook, built with the race builder rules.
  Dwarves
  Type
  Humanoid	(dwarf)	
  0	RP
  Size
  Medium 
  0 RP 
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Standard (+2 Con, +2 Wis, –2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Defensive training, lesser 
  1 RP
  Hardy	
  3	RP
  Stability 
  1 RP
  Feat and Skill Racial Traits
  Greed 
  1 RP
  Stonecunning 
  1 RP
  Offense Racial Traits
  Hatred	
  1	RP
  Weapon familiarity 
  2 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Total 
  11 RP
  Elves
  Type
  Humanoid	(elf)	
  0	RP
  Size
  Medium  
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Con, +2 Int) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Elven immunities 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Magical Racial Traits
  Elven magic 
  3 RP
  Offense Racial Traits
  Weapon familiarity  
  2 RP
  Senses Racial Traits
  Low-light vision 
  1 RP
  Total 
  10 RP
  Gnomes
  Type
  Humanoid	(gnome)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Standard (–2 Str, +2 Con, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Defensive training, lesser  
  1 RP
  Illusion resistance 
  1 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Skill bonus (choose one Craft or Profession) 
  2 RP
  Magical Racial Traits
  Gnome magic 
  2 RP
  Offense Racial Traits
  Hatred		
  1	RP
  239
  239
  Race Builder
  Race Builder 4
  
  Weapon familiarity 
  1 RP
  Senses Racial Traits 
  Low-light vision 
  1 RP
  Total  
  10 RP
  Half-Elves
  Type
  Humanoid	(elf,	human)		
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Human	heritage	
  0	RP
  Languages
  Linguist 
  1 RP
  Racial Traits
  Defense Racial Traits
  Elven immunities 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Static bonus feat (Skill Focus) 
  2 RP
  Senses Racial Traits 
  Low-light vision 
  1 RP
  Other Racial Traits
  Multitalented 
  2 RP
  Total  
  10 RP
  Half-Orcs
  Type
  Humanoid	(human,	orc)	
  0	RP
  Size
  Medium  
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Human	heritage	
  0	RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Offense Racial Traits
  Orc ferocity 
  2 RP
  Weapon familiarity 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Intimidate)  
  2 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  2 RP
  Total  
  8 RP
  Halflings
  Type
  Humanoid	(halfling)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Standard (–2 Str, +2 Dex, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Fearless 
  1 RP
  Lucky, lesser 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Acrobatics) 
  2 RP
  Skill bonus (Climb) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Offense Racial Traits
  Weapon familiarity 
  1 RP
  Total  
  9 RP
  240
  240
  
  Humans
  Type
  Humanoid	(human)	
  0	RP
  Size
  Medium  
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers 
  Human	
  0	RP
  Languages
  Linguist 
  1 RP
  Racial Traits
  Feat and Skill Racial Traits
  Flexible bonus feat 
  4 RP
  Skilled 
  4 RP
  Total  
  9 RP
  EXPANDED RACE EXAMPLES
  The following races are derived from some of the most 
  “character-friendly” races of the monsters presented in 
  the Pathfinder RPG Bestiary, Bestiary 2, and Bestiary 3.
  Aasimars
  Type
  Outsider (native) 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Wis, +2 Cha) 
  2 RP
  Languages
  Standard  
  0 RP
  Racial Traits
  Defense Racial Traits
  Celestial resistance  
  3 RP
  Feat and Skill Racial Traits
  Skill bonus (Diplomacy) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Magical Racial Traits
  Spell-like ability, greater 
  3 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  — RP
  Total  
  15 RP
  Catfolk
  Type
  Humanoid	(catfolk)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Wis, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Cat’s luck 
  1 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Skill bonus (Survival) 
  2 RP
  Movement Racial Traits
  Sprinter 
  1 RP
  Senses Racial Traits
  Low-light vision 
  1 RP
  Total  
  9 RP
  Dhampirs
  Type
  Humanoid	(dhampir)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Con, +2 Cha) 
  0 RP
  Languages 
  Linguist 
  1 RP
  Racial Traits
  Defense Racial Traits
  Resist level drain 
  1 RP
  Undead resistance 
  1 RP
  Feat and Skill Racial Traits
  Skill bonus (Bluff) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  3 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  2 RP
  Low-light vision 
  1 RP
  Weakness Racial Traits
  Light sensitivity 
  –1 RP
  Negative energy affinity 
  –1 RP
  Total  
  11 RP
  Drow
  Type
  Humanoid	(elf)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal  
  0 RP
  241
  241
  Race Builder
  Race Builder 4
  
  Ability Score Modifiers
  Standard (+2 Dex, –2 Con, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Elven immunities  
  2 RP
  Spell resistance, lesser 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  4 RP
  Offense Racial Traits
  Poison use 
  1 RP
  Weapon familiarity 
  2 RP
  Senses Racial Traits
  Darkvision 120 ft.  
  3 RP
  Weakness Racial Traits
  Light blindness 
  –2 RP
  Total 
  14 RP
  Drow Nobles 
  Type
  Humanoid	(elf)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Advanced (+4 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha) 
  4 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Elven immunities  
  2 RP
  Spell resistance, greater 
  3 RP
  Feat and Skill Racial Traits
  Skill bonus (Perception) 
  2 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  1 RP
  Spell-like ability, greater 
  6 RP
  Spell-like ability, constant 
  3 RP
  Spell-like ability, at will 
  16 RP
  Offense Racial Traits
  Poison use 
  1 RP
  Weapon familiarity 
  2 RP
  Senses Racial Traits
  Darkvision 120 ft. 
  3 RP
  Weakness Racial Traits
  Light blindness 
  –2 RP
  Total  
  41 RP
  Duergar
  Type
  Humanoid	(dwarf)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Weakness (+2 Con, +2 Wis, –4 Cha) 
  –1 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Duergar immunities 
  4 RP
  Stability 
  1 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  3 RP
  Senses Racial Traits
  Darkvision 120 ft. 
  3 RP
  242
  242
  
  Weakness Racial Traits
  Light sensitivity 
  –1 RP
  Total  
  8 RP 
  Fetchlings 
  Type
  Outsider (native) 
  3 RP 
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Wis, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Shadow blending 
  1 RP
  Shadowy resistance 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Knowledge [planes]) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  1 RP
  Shadow travel 
  5 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  — RP
  Low-light vision 
  1 RP
  Total  
  17 RP
  Goblins
  Type
  Humanoid	(goblinoid)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Normal  
  0 RP
  Ability Score Modifiers
  Greater paragon (–2 Str, +4 Dex, –2 Cha) 
  2 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Feat and Skill Racial Traits
  Sneaky rider 
  6 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Total  
  10 RP
  Gripplis
  Type 
  Humanoid	(grippli)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (–2 Str, +2 Dex, +2 Wis) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Feat and Skill Racial Traits
  Camouflage 
  1 RP
  Movement Racial Traits
  Climb 
  1 RP
  Terrain stride (swamp) 
  1 RP
  Offense Racial Traits
  Weapon familiarity 
  1 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  2 RP
  Total  
  6 RP
  Hobgoblins
  Type
  Humanoid	(goblinoid)	
  0	RP
  243
  243
  Race Builder
  Race Builder 4
  
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Flexible (+2 Dex, +2 Con) 
  2 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Feat and Skill Racial Traits
  Sneaky 
  5 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Total  
  9 RP
  Ifrits
  Type
  Outsider (native) 
  3 RP
  Size
  Medium  
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Wis, +2 Cha) 
  0 RP
  Languages
  Standard  
  0 RP
  Racial Traits
  Defense Racial Traits
  Energy resistance (fire) 
  1 RP
  Magical Racial Traits
  Elemental affinity (fire) 
  1 RP
  Spell-like ability, lesser 
  1 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  — RP
  Total  
  6 RP
  Kobolds
  Type
  Humanoid	(reptilian)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Greater weakness (–4 Str, +2 Dex, –2 Con) 
  –3 RP
  Languages
  Standard 
  0 RP 
  Racial Traits
  Defense Racial Traits
  Natural armor 
  2 RP
  Feat and Skill Racial Traits
  Skill bonus (Craft [trapmaking]) 
  2 RP
  Skill bonus (Profession [miner]) 
  2 RP
  Skill training (Craft [trapmaking] and  
  1 RP 
  Profession [miner])
  Senses Racial Traits
  Darkvision 60 ft. 
  2 RP
  Weakness Racial Traits
  Light sensitivity 
  –1 RP
  Total  
  5 RP
  Orcs
  Type
  Humanoid	(orc)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Paragon (+4 Str, –2 Int, –2 Wis, –2 Cha) 
  1 RP
  244
  244
  
  Languages
  Standard 
  0 RP
  Racial Traits
  Offense Racial Traits
  Ferocity 
  4 RP
  Weapon familiarity  
  2 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Weakness Racial Traits
  Light sensitivity  
  –1 RP
  Total  
  8 RP
  Oreads
  Type
  Outsider (native) 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Standard (+2 Str, +2 Wis, –2 Cha) 
  0 RP
  Languages
  Standard 
  1 RP
  Racial Traits
  Defense Racial Traits
  Energy resistance (acid) 
  1 RP
  Magical Racial Traits
  Elemental affinity (earth) 
  1 RP
  Spell-like ability, lesser 
  1 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Total  
  6 RP
  Ratfolk
  Type
  Humanoid	(ratfolk)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Standard (–2 Str, +2 Dex, +2 Int) 
  0 RP
  Languages 
  Standard 
  0 RP
  Racial Traits
  Feat and Skill Racial Traits
  Skill bonus (Craft [alchemy]) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Skill bonus (Use Magic Device) 
  2 RP
  Offense Racial Traits
  Swarming 
  1 RP
  Senses Racial Traits 
  Darkvision 60 ft. 
  2 RP
  Other Racial Traits
  Rodent empathy 
  1 RP 
  Total 
  9 RP
  Sulis
  Type
  Outsider (native) 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Str, –2 Int, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Energy resistance (all) 
  4 RP
  Feat and Skill Racial Trait
  Skill bonus (Diplomacy) 
  2 RP
  Skill bonus (Sense Motive) 
  2 RP
  Offense Racial Traits
  Elemental assault (all) 
  4 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Low-light vision 
  1 RP
  Total  
  16 RP
  Svirfneblin
  Type
  Humanoid	(gnome)	
  0	RP
  Size
  Small 
  0 RP
  Base Speed
  Slow 
  –1 RP
  Ability Score Modifiers
  Mixed weakness (–2 Str, +2 Dex, +2 Wis, –4 Cha) 
  –2 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Defensive training, greater 
  3 RP
  Lucky, greater 
  4 RP
  Spell resistance, greater 
  3 RP
  Feat and Skill Racial Traits
  Skill bonus (Craft [alchemy]) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Stonecunning 
  1 RP
  Underground sneak 
  5 RP
  Magical Racial Traits
  Svirfneblin magic 
  2 RP
  Offense Racial Traits
  Hatred	
  1	RP
  245
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  Race Builder
  Race Builder 4
  
  Senses Racial Traits 
  Darkvision 120 ft. 
  3 RP
  Low-light vision 
  1 RP
  Total  
  24 RP
  Sylphs
  Type Outsider (native) 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Con, +2 Int) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Energy resistance (electricity) 
  1 RP
  Magical Racial Traits
  Spell-like ability, lesser 
  1 RP
  Elemental affinity (air) 
  1 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Total  
  6 RP
  Tengus
  Type
  Humanoid	(tengu)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Con, +2 Wis) 
  0 RP
  Languages
  Linguist 
  1 RP
  Racial Traits
  Feat and Skill Racial Traits
  Gifted linguist 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Offense Racial Traits
  Natural weapon 
  1 RP
  Swordtrained 
  4 RP
  Senses Racial Traits 
  Low-light vision 
  1 RP
  Total  
  13 RP
  Tieflings
  Type
  Outsider (native) 
  3 RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, +2 Int, –2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Fiendish resistance 
  3 RP
  Feat and Skill Racial Traits
  Skill bonus (Bluff) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Magical Racial Traits
  Fiendish sorcery 
  1 RP
  Spell-like ability, lesser 
  2 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Total  
  13 RP
  246
  246
  
  Undines
  Type
  Outsider (native) 
  3 RP
  Size
  Medium  
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (–2 Str, +2 Dex, +2 Wis) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Energy resistance (cold) 
  1 RP
  Magical Racial Traits
  Elemental affinity (water) 
  1 RP
  Spell-like ability, lesser 
  1 RP
  Movement Racial Traits
  Swim 
  1 RP
  Senses Racial Traits
  Darkvision 60 ft. 
  — RP
  Total  
  7 RP
  Vanaras
  Type
  Humanoid	(vanara)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers 
  Standard (+2 Dex, +2 Wis, –2 Cha) 
  0 RP
  Language
  Standard 
  0 RP
  Racial Traits
  Feat and Skill Racial Traits
  Skill bonus (Acrobatics) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Movement Racial Traits
  Climb 
  1 RP
  Senses Racial Traits 
  Low-light vision 
  1 RP
  Other Racial Traits
  Prehensile tail 
  2 RP
  Total  
  8 RP
  Vishkanyas
  Type
  Humanoid	(vishkanya)	
  0	RP
  Size
  Medium 
  0 RP
  Base Speed
  Normal 
  0 RP
  Ability Score Modifiers
  Standard (+2 Dex, –2 Wis, +2 Cha) 
  0 RP
  Languages
  Standard 
  0 RP
  Racial Traits
  Defense Racial Traits
  Poison resistance 
  3 RP
  Feat and Skill Racial Traits
  Skill bonus (Escape Artist) 
  2 RP
  Skill bonus (Perception) 
  2 RP
  Skill bonus (Stealth) 
  2 RP
  Offense Racial Traits
  Toxic 
  1 RP
  Weapon familiarity 
  2 RP
  Senses Racial Traits 
  Low-light vision 
  1 RP
  Total 
  13 RP
  247
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  Race Builder
  Race Builder 4
  
  APPENDIX 1: AGE
  You can choose or randomly generate your character’s age. 
  If you choose it, it must be at least the minimum age for the 
  character’s race and class (see the Random Starting Ages 
  tables). Alternatively, roll the dice indicated for your class on 
  the appropriate table and add the result to the minimum age 
  of adulthood for your race to determine your character’s age.
  With age, a character’s physical ability scores decrease 
  and his mental ability scores increase (see the Aging Effects 
  tables). The effects of each aging step are cumulative. 
  However, none of a character’s ability scores can be reduced 
  below 1 in this way.
  When a character reaches venerable age, secretly roll 
  his maximum age (on the appropriate Aging Effects table) 
  and record the result, which the player does not know. A 
  character who reaches his maximum age dies of old age 
  sometime during the following year.
  Table 5–1: Core Race Random Starting Ages
  Race 
  Adulthood 
  Intuitive1 Self-Taught2 Trained3
  Dwarf 
  40 years 
  +3d6 
  +5d6 
  +7d6
  Elf 
  110 years 
  +4d6 
  +6d6 
  +10d6
  Gnome 
  40 years 
  +4d6 
  +6d6 
  +9d6
  Half-elf 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Half-orc 
  14 years 
  +1d4 
  +1d6 
  +2d6
  Halfling 
  20 years 
  +2d4 
  +3d6 
  +4d6
  Human 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Table 5–2: Featured Race Random Starting Ages
  Race 
  Adulthood 
  Intuitive1 Self-Taught2 Trained3
  Aasimar 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Catfolk 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Dhampir 
  110 years 
  +4d6 
  +6d6 
  +10d6
  Drow 
  110 years 
  +4d6 
  +6d6 
  +10d6
  Fetchling 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Goblin 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Hobgoblin 14 years 
  +1d4 
  +1d6 
  +2d6
  Ifrit 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Kobold 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Orc 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Oread 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Ratfolk 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Sylph 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Tengu 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Tiefling 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Undine 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Table 5–3: Uncommon Race Random Starting Ages
  Race 
  Adulthood 
  Intuitive1 Self-Taught2 Trained3
  Changeling 15 years 
  +1d4 
  +1d6 
  +2d6
  Duergar 
  40 years 
  +3d6 
  +5d6 
  +7d6
  Gillman 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Grippli 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Kitsune 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Merfolk 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Nagaji 
  20 years 
  +1d6 
  +2d6 
  +3d6
  Samsaran 
  60 years 
  +4d6 
  +6d6 
  +8d6
  Strix 
  12 years 
  +1d4 
  +1d6 
  +2d6 
  Suli 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Svirfneblin 40 years 
  +4d6 
  +6d6 
  +9d6
  Vanara 
  14 years 
  +1d4 
  +1d6 
  +2d6
  Vishkanya 
  15 years 
  +1d4 
  +1d6 
  +2d6
  Wayang 
  40 years 
  +4d6 
  +5d6 
  +6d6
  1 This category includes barbarians, oracles, rogues, and 
  sorcerers.
  2 This category includes bards, cavaliers, fighters, 
  gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, 
  inquisitors, magi, monks, and wizards.
  248
  248
  
  Table 5–4: Core Race Aging Effects
  Race  
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Dwarf 
  125 years 
  188 years 
  250 years 
  250 + 2d% years
  Elf 
  175 years 
  263 years 
  350 years 
  350 + 4d% years
  Gnome 
  100 years 
  150 years 
  200 years 
  200 + 3d% years
  Half-elf 
  62 years 
  93 years 
  125 years 
  125 + 3d20 years
  Half-orc 
  30 years 
  45 years 
  60 years 
  60 + 2d10 years
  Halfling 
  50 years 
  75 years 
  100 years 
  100 + 5d20 years
  Human 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Table 5–5: Featured Race Aging Effects
  Race  
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Aasimar 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Catfolk 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Dhampir 
  175 years 
  263 years 
  350 years 
  350 + 4d% years
  Drow 
  175 years 
  263 years 
  350 years 
  350 + 4d% years
  Fetchling 
  62 years 
  93 years 
  125 years 
  125 + 3d20 years
  Gnome 
  100 years 
  150 years 
  200 years 
  200 + 3d% years
  Goblin 
  20 years 
  30 years 
  40 years 
  40 + 1d20 years
  Hobgoblin 
  30 years 
  45 years 
  60 years 
  60 + 2d10 years
  Ifrit 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Kobold 
  20 years 
  30 years 
  40 years 
  40 + 1d20 years
  Orc 
  20 years 
  30 years 
  40 years 
  40 + 1d20 years
  Oread 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Ratfolk 
  20 years 
  30 years 
  40 years 
  40 + 1d20 years
  Sylph 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Tengu 
  35 year 
  53 years 
  70 years 
  70 + 2d20 years
  Tiefling 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Undine 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Table 5–6: Uncommon Race Aging Effects
  Race  
  Middle Age1 
  Old2 
  Venerable3 
  Maximum Age
  Changeling  
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Duergar 
  125 years 
  188 years 
  250 years 
  250 + 2d% years
  Gillman 
  62 years 
  93 years 
  125 years 
  125 + 3d20 years
  Grippli 
  20 years 
  30 years 
  40 years 
  40 + 1d20 years
  Kitsune 
  32 year 
  50 years 
  65 years 
  65 + 3d12 years
  Merfolk 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Nagaji 
  60 years 
  90 years 
  120 years 
  120 + 3d20 years
  Samsaran 
  150 years 
  200 years 
  250 years 
  250 + 6d% years
  Strix 
  20 years 
  30 years 
  40 years 
  40 +1d20 years
  Suli 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Svirfneblin 
  100 years 
  150 years 
  200 years 
  200 + 3d% years
  Vanara 
  30 years 
  45 years 
  60 years 
  60 + 2d10 years
  Vishkanya 
  35 years 
  53 years 
  70 years 
  70 + 2d20 years
  Wayang 
  100 years 
  150 years 
  200 years 
  200 + 1d% years
  1 At middle age, –1 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
  2 At old age, –2 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
  3 At venerable age, –3 to Str, Dex, and Con and +1 to Int, Wis, and Cha.
  249
  249
  Appendices
  
  Table 5–7: Core Race Random Height & Weight
   
  Base 
  Base 
   
  Weight 
  Race 
  Height 
  Weight Modifier Multiplier
  Dwarf, male 
  3 ft. 9 in. 
  150 lbs. 
  2d4 
  ×7 lbs.
  Dwarf, female 
  3 ft. 7 in. 
  120 lbs. 
  2d4 
  ×7 lbs.
  Elf, male 
  5 ft. 4 in. 
  100 lbs. 
  2d8 
  ×3 lbs.
  Elf, female 
  5 ft. 4 in. 
  90 lbs. 
  2d6 
  ×3 lbs.
  Gnome, male 
  3 ft. 0 in. 
  35 lbs. 
  2d4 
  ×1 lb.
  Gnome, female 
  2 ft. 10 in. 
  30 lbs. 
  2d4 
  ×1 lb.
  Half-elf, male 
  5 ft. 2 in. 
  110 lbs. 
  2d8 
  ×5 lbs.
  Half-elf, female 
  5 ft. 0 in. 
  90 lbs. 
  2d8 
  ×5 lbs.
  Half-orc, male 
  4 ft. 10 in. 150 lbs. 
  2d12 
  ×7 lbs.
  Half-orc, female 
  4 ft. 5 in. 
  110 lbs. 
  2d12 
  ×7 lbs.
  Halfling, male 
  2 ft. 8 in. 
  30 lbs. 
  2d4 
  ×1 lb.
  Halfling, female 
  2 ft. 6 in. 
  25 lbs. 
  2d4 
  ×1 lb.
  Human, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Human, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Table 5–8: Featured Race Random Height & Weight
   
  Base 
  Base 
   
  Weight 
  Race 
  Height 
  Weight Modifier Multiplier
  Aasimar, male 
  5 ft. 2 in. 
  110 lbs. 
  2d8 
  ×5 lbs.
  Aasimar, female 
  5 ft. 0 in. 
  90 lbs. 
  2d8 
  ×5 lbs.
  Catfolk, male 
  4 ft. 10 in. 120 lbs. 
  2d8 
  ×5 lbs.
  Catfolk, female 
  4 ft. 5 in. 
  85 lbs. 
  2d8 
  ×5 lbs.
  Dhampir, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Dhampir, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Drow, male 
  5 ft. 4 in. 
  90 lbs. 
  2d6 
  ×3 lbs.
  Drow, female 
  5 ft. 4 in. 
  100 lbs. 
  2d8 
  ×3 lbs.
  Fetchling, male 
  5 ft. 4 in. 
  90 lbs. 
  2d6 
  ×3 lbs.
  Fetchling, female  
  5 ft. 2 in. 
  80 lbs. 
  2d6 
  ×3 lbs.
  Goblin, male 
  2 ft. 8 in. 
  30 lbs. 
  2d4 
  ×1 lb.
  APPENDIX 2: HEIGHT AND WEIGHT
  To determine a character’s height, roll the modifier dice 
  indicated on the appropriate Random Height & Weight 
  table and add the result, in inches, to the base height 
  for your character’s race and gender. To determine a 
  character’s weight, multiply the result of the modifier dice 
  by the weight multiplier and add the result to the base 
  weight for your character’s race and gender.
  Goblin, female 
  2 ft. 6 in. 
  25 lbs. 
  2d4 
  ×1 lb.
  Hobgoblin, male 
  4 ft. 2 in. 
  165 lbs. 
  2d8 
  ×5 lbs.
  Hobgoblin, female 4 ft. 0 in. 
  145 lbs. 
  2d8 
  ×5 lbs.
  Ifrit, male 
  5 ft. 2 in. 
  110 lbs. 
  2d8 
  ×5 lbs.
  Ifrit, female 
  5 ft. 0 in. 
  90 lbs. 
  2d8 
  ×5 lbs.
  Kobold, male 
  2 ft. 6 in. 
  25 lbs. 
  2d4 
  ×1 lb.
  Kobold, female 
  2 ft. 4 in. 
  20 lbs. 
  2d4 
  ×1 lb.
  Orc, male 
  5 ft. 1 in. 
  160 lbs. 
  2d12 
  ×7 lbs.
  Orc, female 
  4 ft. 9 in. 
  120 lbs. 
  2d12 
  ×7 lbs.
  Oread, male 
  4 ft. 0 in. 
  150 lbs. 
  2d6 
  ×7 lbs.
  Oread, female 
  3 ft. 9 in. 
  120 lbs. 
  2d6 
  ×7 lbs.
  Ratfolk, male 
  3 ft. 7 in. 
  65 lbs. 
  2d4 
  ×3 lbs. 
  Ratfolk, female 
  3 ft. 4 in. 
  50 lbs. 
  2d4 
  ×3 lbs. 
  Sylph, male 
  5 ft. 2 in. 
  110 lbs. 
  2d8 
  ×5 lbs. 
  Sylph, female 
  5 ft. 0 in. 
  90 lbs. 
  2d8 
  ×5 lbs.
  Tengu, male 
  4 ft. 0 in. 
  65 lbs. 
  2d6 
  ×3 lbs.
  Tengu, female 
  3 ft. 10 in. 
  55 lbs. 
  2d6 
  ×3 lbs.
  Tiefling, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Tiefling, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Undine, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Undine, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Table 5–9: Uncommon Race Random Height & Weight
   
  Base 
  Base 
   
  Weight 
  Race 
  Height 
  Weight Modifier Multiplier
  Changeling, female 4 ft. 2 in. 
  85 lbs. 
  2d4 
  ×5 lbs.
  Duergar, male 
  3 ft. 9 in. 
  150 lbs. 
  2d4 
  ×7 lbs.
  Duergar, female 
  3 ft. 7 in. 
  120 lbs. 
  2d4 
  ×7 lbs.
  Gillman, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Gillman, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Grippli, male 
  1 ft. 7 in. 
  25 lbs. 
  2d4 
  ×1 lb. 
  Grippli, female 
  1 ft. 5 in. 
  20 lbs. 
  2d4 
  ×1 lb. 
  Kitsune, male 
  4 ft. 10 in. 100 lbs. 
  2d8 
  ×5 lbs.
  Kitsune, female 
  4 ft. 5 in. 
  85 lbs. 
  2d8 
  ×5 lbs.
  Merfolk, male 
  5 ft. 10 in. 145 lbs. 
  2d10 
  ×5 lbs.
  Merfolk, female 
  5 ft. 8 in. 
  135 lbs. 
  2d10 
  ×5 lbs.
  Nagaji, male 
  5 ft. 9 in. 
  180 lbs. 
  2d10 
  ×7 lbs.
  Nagaji, female 
  5 ft. 6 in. 
  160 lbs.  
  2d10 
  ×7 lbs.
  Samsaran, male 
  5 ft. 4 in. 
  110 lbs. 
  2d8 
  ×5 lbs.
  Samsaran, female 
  5 ft. 6 in. 
  110 lbs. 
  2d8 
  ×5 lbs.
  Strix, male 
  5 ft. 4 in. 
  125 lbs. 
  2d8 
  ×5 lbs.
  Strix, female 
  5 ft. 2 in. 
  115 lbs. 
  2d8 
  ×5 lbs.
  Suli, male 
  4 ft. 10 in. 120 lbs. 
  2d10 
  ×5 lbs.
  Suli, female 
  4 ft. 5 in. 
  85 lbs. 
  2d10 
  ×5 lbs.
  Svirfneblin, male 
  3 ft. 0 in. 
  35 lbs. 
  2d4 
  ×1 lb.
  Svirfneblin, female 2 ft. 10 in. 
  30 lbs. 
  2d4 
  ×1 lb.
  Vanara, male 
  4 ft. 8 in. 
  105 lbs. 
  2d8 
  ×5 lbs.
  Vanara, female 
  4 ft. 2 in. 
  90 lbs. 
  2d8 
  ×5 lbs.
  Vishkanya, male 
  5 ft. 3 in. 
  85 lbs. 
  2d8 
  ×5 lbs.
  Vishkanya, female 
  5 ft. 1 in. 
  75 lbs. 
  2d8 
  ×5 lbs.
  Wayang, male 
  3 ft. 0 in.  
  35 lbs. 
  2d4 
  ×1 lb.
  Wayang, female 
  2 ft. 10 in. 
  30 lbs. 
  2d4 
  ×1 lb.
  250
  250
  
  APPENDIX 3: SPELLS
  Spells are organized by class and level. The page number 
  the spell appears on is in parentheses following the spell.
  Alchemist Spells
  1st-Level Alchemist Spells: blend (29), linebreaker (59), 
  recharge innate magic (39), urban grace (49)
  2nd-Level Alchemist Spells: ancestral regression (107), 
  blood blaze (143), delay disease (155), minor dream (39), sickening 
  strikes (155), squeeze (209)
  3rd-Level Alchemist Spells: battle trance (58), blood scent 
  (143), fire trail (119), paragon surge (48), prehensile pilfer (207), 
  vomit twin (119)
  4th-Level Alchemist Spells: absorbing inhalation (160), 
  earth glide (205), healing warmth (131), miasmatic form (161), 
  scorching ash form (131)
  5th-Level Alchemist Spells: half-blood extraction (59)
  Antipaladin Spells
  1st-Level Antipaladin Spells: blood blaze (143), death 
  candle (131), ironbeard (19), linebreaker (59), savage maw (59), 
  sentry skull (143)
  2nd-Level Antipaladin Spells: agonizing rebuke (125), 
  blood scent (143), enemy’s heart (143), improve trap (137), 
  sickening strikes (155)
  3rd-Level Antipaladin Spells: ancestral regression (107), 
  battle trance (58)
  Bard Spells
  1st-Level Bard Spells: jitterbugs (39), recharge innate 
  magic (39), sow thought (185), toilsome chant (19),urban grace 
  (49), windy escape (161)
  2nd-Level Bard Spells: bestow insight (79), commune with 
  birds (167), escaping ward (68), shadow anchor (211), steal breath (95)
  3rd-Level Bard Spells: death from below (39), fearsome 
  duplicate (68), minor dream (39), prehensile pilfer (207), raging 
  rubble (149)
  4th-Level Bard Spells: forgetful slumber (48), nixie’s lure (179), 
  truespeak (89)
  5th-Level Bard Spells: village veil (69)
  Cleric Spells
  1st-Level Cleric Spells: ironbeard (19), karmic blessing 
  (199), marid’s mastery (178), mighty fist of the earth (148), 
  recharge innate magic (39), stone shield (149), theft ward (167), 
  winter feathers (167)
  2nd-Level Cleric Spells: aboleth’s lung (189), alchemical 
  tinkering (155), ancestral regression (107), blessing of luck and 
  resolve (68), blinding ray (101), blood blaze (143), death candle 
  (131), delay disease (155), enemy’s heart (143), groundswell (19), 
  imbue with elemental might (203), life channel (101), sacred 
  space (89), savage maw (59), sentry skull (143), whispering  
  lore (29)
  3rd-Level Cleric Spells: agonizing rebuke (125), bestow insight 
  (79), blood scent (143), paragon surge (48), raging rubble (149)
  4th-Level Cleric Spells: battle trance (58), healing warmth 
  (131), ward of the season (29)
  5th-Level Cleric Spells: half-blood extraction (59), spawn 
  ward (101), village veil (69)
  6th-Level Cleric Spells: blessing of luck and resolve, mass (68), 
  truespeak (89)
  8th-Level Cleric Spells: nine lives (95)
  Druid Spells
  1st-Level Druid Spells: blend (29), commune with birds 
  (167), marid’s mastery (178), mighty fist of the earth (149), 
  mudball (119), nereid’s grace (179), recharge innate magic (39), 
  stone shield (149), strong wings (201), touch of combustion (131), 
  whispering lore (29), windy escape (161), winter feathers (167)
  2nd-Level Druid Spells: aboleth’s lung (189), binding earth 
  (149), delay disease (155), fury of the sun (131), groundswell (19), 
  gusting sphere (160), savage maw (59), sickening strikes (155), 
  steal breath (95)
  3rd-Level Druid Spells: blood scent (143), fins to feet (195), 
  improve trap (137), nixie’s lure (179), raging rubble (149), ward of 
  the season (29)
  4th-Level Druid Spells: absorbing inhalation (160), cloud 
  shape (160), earth glide (205), healing warmth (131)
  5th-Level Druid Spells: half-blood extraction (59), old salt’s 
  curse (79), wind blades (161)
  6th-Level Druid Spells: binding earth, mass (149), path of 
  the winds (161)
  7th-Level Druid Spells: black mark (79)
  Inquisitor Spells
  1st-Level Inquisitor Spells: linebreaker (59), recharge 
  innate magic (39), theft ward (167), touch of combustion (131), 
  winter feathers (167)
  2nd-Level Inquisitor Spells: bestow insight (79), blessing 
  of luck and resolve (68), death candle (131), delay disease (155), 
  escaping ward (68), savage maw (59)
  3rd-Level Inquisitor Spells: agonizing rebuke (125), 
  battle trance (58), blinding ray (101), blood scent (143), fearsome 
  duplicate (68), improve trap (137) 
  4th-Level Inquisitor Spells: healing warmth (131)
  5th-Level Inquisitor Spells: spawn ward (101)
  6th-Level Inquisitor Spells: blessing of luck and resolve, 
  mass (68)
  Magus Spells
  1st-Level Magus Spells: blend (29), ironbeard (19), 
  linebreaker (59), mudball (119), recharge innate magic (39), 
  touch of combustion (131), web bolt (107), windy escape (161)
  2nd-Level Magus Spells: blood blaze (143), escaping 
  ward (68), groundswell (19), gusting sphere (160), imbue with 
  elemental might (203), savage maw (59), stone shield (149)
  251
  251
  Appendices
  
  3rd-Level Magus Spells: fire trail (119), firestream (131), 
  gloomblind bolts (113), prehensile pilfer (207), resilient reservoir 
  (49), sickening strikes (155), vomit twin (119)
  4th-Level Magus Spells: paragon surge (48)
  5th-Level Magus Spells: wind blades (161)
  6th-Level Magus Spells: chains of fire (131)
  Paladin Spells
  1st-Level Paladin Spells: ironbeard (19), linebreaker (59), 
  veil of heaven (89)
  2nd-Level Paladin Spells: blessing of luck and resolve (68), 
  blinding ray (101), delay disease (155), sacred space (89)
  3rd-Level Paladin Spells: resilient reservoir (49)
  4th-Level Paladin Spells: blessing of luck and resolve, 
  mass (68), paragon surge (48)
  Ranger Spells
  1st-Level Ranger Spells: blend (29), commune with birds 
  (167), ironbeard (19), linebreaker (59), marid’s mastery (178), 
  savage maw (59), strong wings (201), urban grace (49), whispering 
  lore (29), winter feathers (167)
  2nd-Level Ranger Spells: blood scent (143), delay disease 
  (155), escaping ward (68), groundswell (19), improve trap (137)
  3rd-Level Ranger Spells: battle trance (58), ward of the season (29)
  4th-Level Ranger Spells: cloud shape (160), sickening 
  strikes (155)
  Sorcerer/Wizard Spells
  1st-Level Sorcerer/Wizard Spells: alchemical tinkering (155), 
  blend (29), marid’s mastery (178), mudball (119), recharge innate 
  magic (39), sow thought (185), stone shield (149), strong wings (201), 
  theft ward (167), touch of combustion (131), undine’s curse (179), urban 
  grace (49), web bolt (107), windy escape (161), winter feathers (167)
  2nd-Level Sorcerer/Wizard Spells: aboleth’s lung (189), 
  bestow insight (79), blood blaze (143), commune with birds (167), 
  death from below (39), escaping ward (68), gusting sphere (160), 
  imbue with elemental might (203), jitterbugs (39), sentry skull 
  (143), shadow anchor (211), squeeze (209), steal breath (95)
  3rd-Level Sorcerer/Wizard Spells: ancestral regression 
  (107), blood scent (143), fearsome duplicate (68), fins to feet (195), 
  fire trail (119), firestream (131), gloomblind bolts (113), improve 
  trap (137), minor dream (39), nixie’s lure (179), paragon surge (48), 
  prehensile pilfer (207), raging rubble (149)
  4th-Level Sorcerer/Wizard Spells: absorbing inhalation 
  (160), cloud shape (160), earth glide (205), forgetful slumber (48), 
  ghost wolf (58), hellmouth lash (173), miasmatic form (161), minor 
  phantom object (39), resilient reservoir (49), scorching ash form 
  (131), shadowy haven (113), vomit twin (119), web cloud (107)
  5th-Level Sorcerer/Wizard Spells: damnation stride 
  (173), half-blood extraction (59), major phantom object (39), 
  truespeak (89), village veil (69), wind blades (161)
  6th-Level Sorcerer/Wizard Spells: chains of fire (131), 
  path of the winds (161)
  Summoner Spells
  1st-Level Summoner Spells: stone shield (149)
  2nd-Level Summoner Spells: ghost wolf (58)
  3rd-Level Summoner Spells: vomit twin (119)
  4th-Level Summoner Spells: damnation stride (173), 
  nixie’s lure (179)
  Witch Spells
  1st-Level Witch Spells: alchemical tinkering (155), blend (29), 
  delay disease (155), karmic blessing (199), marid’s mastery (178), 
  mudball (119), nereid’s grace (179), recharge innate magic (39), 
  sow thought (185), strong wings (201), theft ward (167), touch of 
  combustion (131), undine’s curse (179), urban grace (49), web bolt 
  (107), whispering lore (29)
  2nd-Level Witch Spells: aboleth’s lung (189), ancestral 
  regression (107), bestow insight (79), binding earth (149), blood 
  blaze (143), commune with birds (167), death candle (131), 
  enemy’s heart (143), fury of the sun (131), minor dream (39), 
  sentry skull (143), shadow anchor (211), sickening strikes (155), 
  squeeze (209), steal breath (95)
  3rd-Level Witch Spells: agonizing rebuke (125), blood scent 
  (143), fearsome duplicate (68), fins to feet (195), gloomblind bolts 
  (113), improve trap (137), nixie’s lure (179), paragon surge (48), 
  raging rubble (149), ward of the season (29)
  4th-Level Witch Spells: battle trance (58), forgetful slumber 
  (48), hellmouth lash (173), resilient reservoir (49), web cloud (107)
  5th-Level Witch Spells: damnation stride (173), half-blood 
  extraction (59), old salt’s curse (79), truespeak (89), village veil (69), 
  wind blades (161)
  6th-Level Witch Spells: binding earth, mass (149)
  7th-Level Witch Spells: black mark (79)
  8th-Level Witch Spells: nine lives (95)
  252
  252
  
  INDEX
  Feat names are capitalized. Combat 
  feats are followed by an asterisk. 
  Magic items are presented in italics. 
  aasimars 
  84–89
  Adaptive Fortune 
  66
  Agile Tongue 
  191
  airborne ambusher (fighter, strix) 
  201
  Airy Step 
  159
  alternate racial traits 
  8–9
  amazing tools of manufacture 
  37
  amulet of channeled life  
  100
  amulet of hidden light  
  112
  ancestral clasp 
  47
  ancient lorekeeper (oracle, elf) 
  24
  Angel Wings 
  87
  Angelic Blood 
  88
  Angelic Flesh 
  88
  Aquatic Ancestry 
  177
  Armor of the Pit 
  172
  Attuned to the Wild 
  28
  bag of shadow clouds 
  211
  Beast Rider 
  56
  belt of foraging  
  78
  belt of stoneskin 
  148
  Bestow Luck 
  76
  Black Cat 
  93
  black feather fan  
  166
  black jade raven  
  166
  Blazing Aura* 
  130
  Blistering Feint* 
  130
  Blood Beak* 
  165
  Blood Drinker 
  99
  Blood Feaster 
  100
  blood god disciple (summoner, half-orc) 53
  Blood Salvage 
  100
  Blood Vengeance 
  56
  Blundering Defense* 
  66
  bogborn alchemist (alchemist, grippli) 
  191
  bonded witch (witch, half-elf) 
  43
  bonebreaker gauntlets 
  142
  book of marvelous recipes 
  67
  boots of escape  
  38
  Born Alone 
  141
  bracers of sworn vengeance 
  28
  bramble brewer (alchemist, half-elf) 
  44
  Brewmaster 
  17
  brooch of blending 
  47
  bubble vault 
  191
  buccaneer (gunslinger, human) 
  73
  Bullying Blow* 
  141
  Burn! Burn! Burn! 
  118
  Burrowing Teeth 
  154
  bushwhacker (gunslinger, kobold) 
  134
  cap of human guise 
  154
  Carrion Feeder 
  165
  Casual Illusionist 
  37
  cat burglar (rogue, catfolk) 
  92
  catfolk 
  90–95
  Catfolk Exemplar 
  93
  cat’s eye crown 
  94
  Cautious Fighter* 
  66
  cavern sniper (fighter, drow) 
  104
  Celestial Servant 
  88
  celestial shield 
  88
  changelings 
  184–185
  Channel Force 
  88
  Claw Pounce* 
  94
  Cleave Through* 
  18
  cloak of fangs 
  119
  cloak of fiery vanishing 
  130
  cloak of human guise 
  58
  cloak of the diplomat 
  48
  cloak of the scuttling rat 
  155
  Cloud Gazer 
  159
  cloudburst armor special ability 
  160
  Cloven Helm* 
  18
  community guardian (oracle, halfling) 
  63
  corset of the vishkanya 
  209
  Courageous Resolve 
  66
  Critical Versatility* 
  76
  crown of conquest 
  78
  crown of swords 
  78
  cruel weapon special ab lity 
  124
  cruoromancer (wizard, dhampir) 
  98
  daredevil softpaws 
  95
  Dark Sight 
  111
  darksire amulet 
  173
  Dauntless Destiny 
  77
  deadly courtesan (rogue, vishkanya) 
  208
  deadly weapon special ability 
  124
  Deafening Explosion 
  124
  deep bomber (alchemist, svirfneblin) 
  205
  Defiant Luck 
  77
  demonic apostle (cleric, drow) 
  104
  Demoralizing Lash* 
  124
  Dented Helm* 
  18
  Desperate Swing* 
  66
  Destroyer’s Blessing* 
  56
  dhampirs 
  96–101
  dirty fighter (fighter, orc) 
  140
  Discerning Eye 
  46
  Diverse Palate 
  100
  Draconic Aspect 
  136
  Draconic Breath 
  136
  Draconic Glide 
  136
  Draconic Paragon 
  137
  dreamweaver (witch, changeling) 
  185
  drow 
  102–107
  Drow Nobility 
  105
  duergar 
  186–187
  dusk stalker (ranger, fetching) 
  110
  Dwarf Blooded 
  147
  dwarves 
  10–19
  earthbind rod 
  148
  Echoes of Stone 
  147
  eldritch raider (rogue, gillman) 
  189
  Elemental Jaunt 
  130
  elemental knight (magus, suli) 
  203
  elixir of darksight 
  19
  elixir of forceful exhalation 
  160
  Elven Battle Training* 
  28
  Elven Spirit 
  46
  elves 
  20–29
  elysian shield  
  89
  escape dust 
  67
  exarch (inquisitor, dwarf) 
  13
  Exile’s Path 
  47
  Expanded Fiendish Resistance 
  173
  Expanded Resistance 
  37
  experimental gunsmith  
  (gunslinger, gnome) 
  34
  Extra Elemental Assault 
  203
  Fast Learner 
  77
  favored class options 
  9
  Fearless Curiosity 
  77
  Feline Grace 
  94
  fell rider (cavalier, hobgoblin) 
  122
  feral child (druid, human) 
  74
  feral gnasher (barbarian, goblin) 
  116
  Ferocious Action 
  141
  Ferocious Resolve 
  57
  Ferocious Summons 
  57
  Ferocious Tenacity* 
  57
  fetchlings 
  108–113
  fiend flayer (magus, tiefling) 
  170
  Fiend Sight 
  173
  fiendish vessel (cleric, tiefling) 
  170
  filcher (rogue, halfling) 
  64
  fire bomber (alchemist, goblin) 
  117
  Fire Hand* 
  118
  Fire Tamer 
  118
  Firesight 
  130
  Flame Heart 
  118
  Focusing Blow 
  124
  foehammer (fighter, dwarf) 
  14
  Foment the Blood 
  141
  forgemaster (cleric, dwarf) 
  15
  Fortunate One 
  66
  fury-born weapon special ability 
  142
  gauntlets of skill at arms 
  28
  Giant Killer* 
  18
  Giant Steps 
  187
  gillmen 
  188–189
  gloom blade 
  106
  Gloom Sight 
  111
  Gloom Strike*  
  111
  gloves of elvenkind 
  29
  Gnome Weapon Focus* 
  37
  gnomes 
  30–39
  Goblin Cleaver* 
  18
  Goblin Gunslinger* 
  118
  goblins 
  114–119
  Gore Fiend 
  57
  Grasping Tail 
  173
  gray disciple (monk, duergar) 
  187
  Great Hatred* 
  37
  Greater Channel Force 
  88
  Greater Drow Nobility 
  105
  gripplis 
  190–191
  Grudge Fighter* 
  141
  Guardian of the Wild 
  28
  guarding, greater shield special ability 
  148
  guarding shield special ability 
  148
  gulch gunner (gunslinger, ratfolk) 
  152
  Half-Drow Paragon 
  47
  half-elves 
  40–49
  half-orcs 
  50–59
  halflings 
  60–69
  halo of inner calm 
  173
  halo of menace 
  89
  Hard-Headed* 
  18
  hateful rager (barbarian, half-orc) 
  54
  Heavenly Radiance 
  88
  Heroic Will 
  77
  hobgoblin battle standard  
  124
  Hobgoblin Discipline 
  124
  hobgoblins 
  120–125
  Horde Charge 
  57
  horseshoes of crushing blows 
  125
  Human Spirit 
  47
  humans 
  70–79
  Huntmaster 
  77
  Hydraulic Maneuver 
  177
  ifrits 
  126–131
  253
  253
  Appendices
  
  igniting weapon special ab lity 
  130
  immolator (inquisitor, ifrit) 
  128
  imperious bloodline (sorcerer, human) 
  75
  Improved Channel Force 
  88
  Improved Dark Sight 
  112
  Improved Drow Nobility 
  105
  Improved Improvisation 
  77
  Improved Low Blow* 
  66
  Improved Surprise Follow-Through* 
  57
  Improved Umbral Scion 
  105
  Improvisation 
  77
  incense of many fates  
  199
  Incremental Elemental Assault 
  203
  Inexplicable Luck 
  77
  Inner Breath 
  159
  Inner Flame* 
  130
  Intimidating Confidence 
  78
  ironskin monk (monk, hobgoblin) 
  122
  kinslayer (inquisitor, dhampir) 
  98
  kitsune 
  192–193
  kitsune star gem  
  193
  kitsune trickster (rogue, kitsune) 
  193
  Kobold Ambusher* 
  137
  Kobold Sniper* 
  137
  kobold sorcerer bloodline  
  (sorcerer, kobold) 
  134
  kobolds 
  132–137
  lambent window 
  112
  lantern of dancing shadows 
  113
  Ledge Walker 
  18
  lenses of darkness 
  101
  Life’s Blood 
  199
  Lingering Invisibility 
  187
  living garments  
  106
  Long-Nose Form 
  165
  Lucky Healer 
  66
  Lucky Strike* 
  67
  Mage of the Wild 
  28
  Magical Ta l 
  193
  Martial Mastery* 
  78
  Martial Versatility* 
  78
  mask of stony demeanor 
  149
  merfolk 
  194–195
  meridian belt 
  207
  Metallic Wings 
  88
  Mother’s Gift 
  185
  Multitalented Mastery 
  47
  Murmurs of Earth 
  147
  naga aspirant (druid, nagaji) 
  196
  nagaji 
  196–197
  nagaji scale polish 
  197
  Natural Charmer 
  100
  Neither Elf nor Human 
  47
  nimble guardian (monk, catfolk) 
  92
  Nimble Striker* 
  94
  Noble Spell Resistance 
  105
  Orc Hewer* 
  18
  Orc Weapon Expertise* 
  142
  orcs 
  138–143
  order of the paw (cavalier, halfling) 
  64
  Oread Burrower 
  147
  Oread Earth Glider 
  147
  oreads 
  144–149
  phantasmal gem 
  38
  pipes of the warren guardian 
  155
  plague bringer (alchemist, ratfolk) 
  153
  prankster (bard, gnome) 
  35
  purifier (oracle, aasimar) 
  86
  purifying pearl 
  48
  quickfingers gloves 
  67
  race builder 
  212–247
  ability score modifier quality 
  219
  ability score racial traits 
  220
  base speed quality 
  218–219
  core race examples 
  239–241
  creating a new race 
  214–239
  defense racial traits 
  220–224
  expanded race examples 
  241–247
  feat and skill racial traits 
  224–227
  language quality 
  219–220
  magical racial traits 
  227–231
  movement racial traits 
  231–232
  offense racial traits 
  232–236
  other racial traits 
  238–239
  Race Points (RP) 
  214
  races without Constitution 
  215
  racial power level 
  214
  racial qualities 
  215–220
  racial traits 
  220–239
  senses racial traits 
  236
  size quality 
  218
  type quality 
  215–217
  weakness racial traits 
  236–237
  ratfolk 
  150–155
  Realistic L keness 
  193
  red feather fan 
  167
  redeemer (paladin, half-orc) 
  55
  reincarnated oracle (oracle, samsaran) 
  199
  rending claw blade 
  95
  Res lient Brute 
  57
  Resolute Rager 
  142
  Reverse-Feint* 
  142
  ring of craft magic 
  38
  ring of ferocious action 
  58
  ring of rat fangs 
  155
  ring of swarming stabs 
  155
  ring of the sophisticate 
  48
  Risky Striker* 
  67
  rod of dwarven might 
  19
  rod of shadows 
  106
  rod of steadfast resolve 
  78
  rubble gloves 
  137
  saboteur (alchemist, gnome) 
  36
  samsarans 
  198–199
  scarred witch doctor (witch, orc) 
  140
  Scavenger’s Eye 
  166
  Scorching Weapons* 
  130
  Sea Hunter* 
  195
  seafoam shawl 
  195
  Seen and Unseen 
  47
  shackles of durance vile 
  125
  shadow caller (summoner, fetchling) 
  110
  Shadow Caster 
  105
  Shadow Ghost 
  112
  shadow puppeteer (bard, wayang) 
  210
  Shadow Walker 
  112
  Shadowy Dash 
  211
  shaitan binder (summoner, oread) 
  146
  Shared Manipulation 
  47
  shark tooth amulet 
  178
  Sharpclaw* 
  154
  Shatterspell* 
  18
  shawl of life-keeping 
  178
  shigenjo (oracle, tengu) 
  164
  skulking slayer (rogue, half-orc) 
  55
  sky druid (druid, sylph) 
  158
  Sleep Venom 
  209
  slippers of the triton 
  178
  solidsmoke pipeweed 
  67
  spell dancer (magus, elf) 
  24
  spellbinder (wizard, elf) 
  25
  Spider Step 
  106
  Spider Summoner 
  106
  Spirit of the W ld 
  28
  Spit Venom* 
  197
  Steam Caster 
  178
  Stoic Pose 
  205
  stonelord (paladin, dwarf) 
  16
  stonemist cloak 
  201
  Stony Step 
  147
  Stretched Wings 
  201
  strix 
  200–201
  student of stone (monk, oread) 
  146
  sulis 
  202–203
  Sure and Fleet 
  67
  Surge of Success 
  78
  Surprise Follow-Through* 
  57
  Surprise Strike* 
  67
  svirfneblin 
  204–205
  swift obsidian greataxe 
  58
  swordmaster (rogue, tengu) 
  164
  sylphs 
  156–161
  symbol of luck 
  68
  symbol of unholy command 
  101
  Sympathetic Rage* 
  57
  Tail Terror* 
  137
  Tangle Feet* 
  118
  Taskmaster* 
  124
  Tenacious Survivor 
  58
  tengu drinking jug 
  167
  Tengu Raven Form 
  166
  Tengu Wings 
  166
  tengus 
  162–167
  Terrorizing Display* 
  124
  Thrill of the Kill 
  58
  tieflings 
  168–173
  Toxic Recovery 
  18
  tranquil guardian (paladin, aasimar) 
  86
  Trap Wrecker 
  142
  trapmaker’s sack 
  137
  Tree Hanger* 
  207
  treesinger (druid, elf) 
  25
  treetop monk (monk, vanara) 
  206
  Triton Portal 
  178
  Tunnel Rat 
  154
  Umbral Scion 
  106
  Uncanny Defense* 
  67
  underfoot adept (monk, halfling) 
  65
  undine adept (druid, undine) 
  176
  undines 
  174–179
  vanaras 
  206–207
  Vast Hatred* 
  37
  vishkanyas 
  208–209
  wanderer (monk, human) 
  76
  Water Skinned 
  178
  watersinger (bard, undine) 
  176
  wave warden (ranger, merfolk) 
  194
  wayangs 
  210–211
  wild caller (summoner, half-elf) 
  44
  wild shadow (ranger, half-elf) 
  45
  wind listener (wizard, sylph) 
  158
  Wings of Air 
  159
  wishcrafter (sorcerer, ifrit) 
  128
  wound paste 
  125
  254
  254
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; 
  Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, 
  Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, 
  Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, 
  Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen 
  K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James 
  L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Gary Gygax. Nereid from the Tome of Horrors Complete © 
  2011, Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, 
  Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen 
  Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  255
  255
  Appendices
  
  paizo.com/pathfinder
  Printed in China  PZO1121
  BE THE BEAST!
  G
  et the most out of your heritage with the Pathfinder RPG Advanced Race Guide!  
  Embrace your inner monster by playing one of 30 iconic races 
  from mythology and gaming history, or build an entirely new race 
  of your own. If classic races are more your style, go beyond the 
  stereotypes for elves, dwarves, and the other core races 
  with new options and equipment to help you stand 
  out from the crowd.
  The Pathfinder RPG Advanced Race Guide is a 
  bold new companion to the Pathfinder RPG 
  Core Rulebook. This imaginative tabletop 
  game builds on more than 10 years of 
  system development and an Open Playtest 
  featuring more than 50,000 gamers to create a 
  cutting-edge RPG experience that brings the 
  all-time best-selling set of fantasy rules into 
  the new millennium.
  Pathfinder RPG Advanced Race Guide includes: 
  ► New rules and options to help you 
  customize all seven of the classic core 
  races, including new racial traits, racial 
  subtypes, and racial archetypes.
  ► 30 exotic races, from mischievous goblins and reptilian kobolds to crow-headed 
  tengus and deadly drow, each with complete rules for use as player characters, plus 
  archetypes, alternate racial traits, and other options for maximum customization.
  ► A complete and balanced system for creating an unlimited number 
  of new races, mixing and matching powers and abilities to form 
  characters and cultures specific to your campaign.
  ► Tons of new race-specific equipment, feats, spells, and magic 
  items for each of the races detailed!
  ► AND MUCH, MUCH MORE!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Advanced Race Guide (1st Printing).pdf