PRODUCT NO.
AR809
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ABANDONED ARTS© PRESENTS:
NEW RACIAL OPTIONS FOR USE WITH THE PATHFINDER® ROLEPLAYING GAME
Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See
[Link] for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee
compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License.
See [Link] for more information on the compatibility license.
RACIAL FEATS AND RACIAL CHARACTER TRAITS
Several new feats are featured below for members of the oread race. These feats list the race in their
prerequisites, prohibiting other races from taking them. Also presented below are a number of racial
character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™
OREAD FEATS
BLOOD LIKE MUD VOLCANIC TEMPER
Your blood runs slowly, like mud. Acrid fumes and burning embers convey your wrathful ire.
PREREQUISITES: Con 19, oread PREREQUISITES: elemental rage and lesser elemental rage
BENEFIT: Whenever you would receive bleed damage, reduce powers, rage class feature, base attack bonus +10, oread
the amount of damage by half (minimum 1). BENEFIT: As long as you choose to deal acid or fire damage with
your elemental rage power, you can use the lesser elemental
GRIP OF GRANITE [COMBAT] rage power to deal acid or fire damage a number of times per
You can concentrate your earthen power within your fists. rage equal to your Constitution modifier (see the Pathfinder®
*
PREREQUISITES: granite skin racial trait, oread Roleplaying Game: Advanced Player’s Guide ™ for a description
BENEFIT: As an immediate action, you gain a bonus on the next of these rage powers). Note that the energy type you choose
unarmed strike damage roll that you make before the end of to deal with your lesser elemental rage power must still be
the turn. The amount of the bonus granted is equal to your different than the energy type you choose to deal with your
current natural armor bonus. elemental rage power.
*:
See the Pathfinder® Roleplaying Game: Advanced Race Guide.™
OREAD CHARACTER TRAITS
SENTINEL OF STONE STONEBREAKER
Your endless patience makes you an exceptional sentinel. Willing or indentured, you served some period of time as a sort
BENEFIT: You gain a +1 trait bonus on initiative checks and on of living siege weapon for an army or mercenary outfit.
Perception skill checks. Additionally, whenever your initiative BENEFIT: You may ignore 1 point of hardness when attacking
score is tied with another creature’s initiative score, you may or attempting to sunder stone, crystalline, or earthen objects.
simply elect to act first in the initiative order (do not compare
initiative modifiers). If your score is tied with that of another STRENGTH OF EARTH
creature that also possesses this race trait or a similar ability, You have weathered many seasons of trouble and tragedy.
determine the order of actions normally. BENEFIT: You gain 2 additional hit points.
ALTERNATE RACIAL TRAITS
As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow
you to exchange standard racial traits for new ones, such as those presented below.
ELDRITCH EARTH: As a free action as a part of casting a spell, STONECUNNING: Oread with this racial trait gain a +2 bonus
an oread with this racial trait can reach down to the ground to on Perception skill checks made to notice unusual stonework,
pull away a handful of fresh soil (only fresh soil will suffice, such as traps and hidden doors located in stone walls or floors.
carrying a handful of earth around is no use), which it may use The oread receives a check to notice such features whenever
to empower the spell it casts. The oread may ignore material they pass within 10 ft. of them, whether or not they are actively
component requirements costing 1 gold piece or less with looking. An oread that possesses the Dwarf-Blooded feat (see
regards to the spell cast, and gains a +2 bonus on caster level the Pathfinder® Roleplaying Game: Advanced Race Guide ™ for
checks made to overcome spell resistance. a description of that feat) gains a +4 bonus instead.
This racial trait replaces the earth affinity trait. This racial trait replaces the spell-like ability trait.
2
RACIAL ARCHETYPES
As described in the Pathfinder® Roleplaying Game: Advanced Player’s Guide ™, archetypes are variant
sets of class abilities which modify their corresponding base classes via the use of alternate class
features. When a character selects a class, he must normally choose to use the standard class features
found in the class's original source – the exception is if he chooses to adopt an archetype. Each alternate
class feature presented in an archetype replaces a specific class feature from its parent class.
When an archetype includes multiple alternate class features, a character must take them all – often
blocking the character from ever gaining certain standard class features, but replacing them with other
options. All other class features of the base class that aren't mentioned among the alternate class
features remain unchanged and are acquired normally when the character reaches the appropriate
level, unless noted otherwise. A character who takes an alternate class feature does not count as having
the class feature that was replaced for the purposes of meeting any requirements or prerequisites.
A character can take more than one archetype and garner additional alternate class features, but none
of the alternate class features can replace or alter the same class feature from the base class as another
alternate class feature. Racial archetypes are typically available only to members of the indicated race,
though such options rarely interact with the racial traits of that race.
THE ALCHEMICAL GEOLOGIST (OREAD ALCHEMIST ARCHETYPE)
The oread embrace the study of earth, stone, and crystal with fascination and fervor unknown among members of most races.
Harnessing the power of crystalline weapons is the alchemical geologist’s forte, transforming minerals into explosive munitions.
An alchemical geologist has the following class features.
Weapon and Armor Proficiency: Alchemical geologists are proficient with all simple weapons, with bombs, and with fleshgem
spikes (see below). An alchemical geologist does not gain proficiency with armor or shields.
Crystalline Bomb (Su): An alchemical geologist creates his bombs using carefully-cultivated, chemically-treated crystals “grown”
from a powdered alchemical admixture. Half of all damage dealt by an alchemical geologist’s explosive crystal bombs is piercing
damage (this applies to both direct hit and splash damage).
This ability alters bomb.
Crystalline Plating (Su): An alchemical geologist can cultivate a protective layer of crystalline armor from his own earthy skin. A
suit of crystalline plating takes one full week to cultivate (requiring only a minimum of work during that time to maintain and
complete the alchemical process), and confers a +4 armor bonus, no maximum Dexterity bonus to Armor Class, and no armor
check penalty. The plating does not impede or hinder the alchemist’s ability to sleep. Crystalline plating has 8 hardness and a
number of hit points equal to 20 + the alchemist’ class level. Though similar to armor, crystalline plating cannot be enchanted
(nor does it count as armor). The crystal plates are surprisingly lightweight, weighing only 12 lbs. (for a Medium alchemist).
This ability replaces throw anything.
Geological Alchemy (Ex): An alchemical geologist can use the Craft (alchemy) skill to create camouflage lichen and fleshgems
(see the Pathfinder® Roleplaying Game: Advanced Race Guide ™ for a description of these items). The DC to craft these items is
20 for camouflage lichen and fleshgem spikes, and 10 for decorative fleshgems. Crystalline plating does not interfere with any
fleshgems that the alchemical geologist embeds.
Mineral Mutagen (Su): Rather than grant a natural armor bonus to Armor Class, an alchemical geologist’s mutagen improves
the armor bonus granted by the geologist’s crystalline plating to +6. An alchemist with the greater mutagen discovery increases
the bonus to +8 while his mutagen is in effect, and an alchemist with the grand mutagen discovery increases the bonus to +10.
An alchemist benefitting from the true mutagen grand discovery gains a +12 armor bonus from his crystalline plating, and gains
DR 5/adamantine while “wearing” it. The hardness of any crystalline plating affected by a true mutagen is doubled. All other
effects conferred by the alchemical geologist’s mutagen are unchanged.
This ability alters mutagen.
Geological Warfare (Ex): At 2nd level, an alchemical geologist adds half his class level to damage rolls with fleshgem spikes, but
an alchemical geologist with the swift alchemy or instant alchemy class features gains no ability to apply poison more quickly.
This ability alters swift alchemy and instant alchemy and replaces poison use and swift poisoning.
3
OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.; System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author:
Jason Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: Jason
Buhlman, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC;
Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Buhlman, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson,
Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publushing. LLC; Authors: Jason Buhlman,
Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. The Book of
Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with
Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content
from TSR. Abandoned Arts Presents: Amazing Races: Oread! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte Cook,
and Skip Williams.
CREDITS
Design and editing by Daron Woodson.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
Game Compatibility License. See [Link] for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at [Link].