a.
PRODUCT NO. AR812
FOLLOW US ON FACEBOOK, TUMBLR, AND TWITTER!
E-MAIL US AT: CUSTOMERSERVICE@[Link]
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 fetchling race. These feats list the race in their
prerequisites, prohibiting other races from taking them. Also presented below are a number of racial
character traits, first introduced in the Pathfinder® Roleplaying Game: Advanced Player’s Guide. ™
FETCHLING FEATS
DEEP DARKNESS SWIFT AS SHADOWS
Your darkness spells are especially potent. You can move quickly through the shadows.
*
PREREQUISITES: ability to cast darkness, fetchling PREREQUISITES: Shadow Walker, fetchling
BENEFIT: The miss chance granted by spells that you cast with BENEFIT: As long as you do not travel more than 30 ft., you may
the darkness descriptor is improved by an amount equal to use your Shadow Walker feat to create a dimension door as a
your relevant caster level. For example, if a 5th-level fetchling move action.
cleric with the Deep Darkness feat creates an area of dim light
with a darkness spell, the concealment miss chance granted SHADOWED VIGOR
by that area is 25% (as opposed to the usual 20%). This ability You are especially resistant to the elements.
never improves concealment to total concealment. PREREQUISITES: Endurance, fetchling
BENEFIT: Your cold resistance improves to 10, and you gain a
PIERCING SHADOWS constant endure elements spell-like ability.
The power of shadow infuses your weapons.
*
PREREQUISITES: Gloom Strike, Improved Dark Sight, base
*
SHADOWED VITALITY
attack bonus +8, fetchling You are especially resistant to certain dangers.
BENEFIT: Whenever you gain the benefits of your Gloom Strike PREREQUISITES: Endurance, fetchling
feat, you also gain the supernatural ability to ignore up to 5 BENEFIT: Your electricity resistance improves to 10, and you
points of any damage reduction that your target possesses. gain a constant endure elements spell-like ability.
*:
See the Pathfinder® Roleplaying Game: Advanced Race Guide.™
FETCHLING CHARACTER TRAITS
DARK DIPLOMAT UMBRAL ANCESTRY
You serve as an emissary between two worlds. You are a native of the Plane of Shadows, and bear some
BENEFIT: You gain a +1 trait bonus on Diplomacy and Knowledge blood relation to one of the umbral dragons that call it home.
(local) skill checks, and both skills are class skills for you. BENEFIT: You do not gain the native subtype.
ALTERNATE RACIAL TRAITS
As described in the Pathfinder® Roleplaying Game: Advanced Race Guide ™, alternate racial rules allow
you to exchange standard racial traits for new ones, such as those presented below.
ANCHORING SHADOWS: A fetchling with this racial trait gains SHADOWFINGERS: A faint haze of shadowstuff traces the path
dimensional anchor as a spell-like ability at 9th level, instead of some fetchling’s fingertips. Fetchlings with this racial trait
of shadow walk. gain a +2 racial bonus on CMB checks made to blind or dazzle
This racial trait modifies the spell-like ability trait. creatures with the dirty trick maneuver (see the Pathfinder®
Roleplaying Game: Advanced Race Guide ™), as tiny motes of
SCION OF DARKNESS: A fetchling with this racial trait gains the raw shadowstuff obscure the vision of creatures successfully
Persuasive feat as a bonus feat. subjected to such a maneuver.
This racial trait replaces the skilled trait. This racial trait replaces the skilled 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 SHADOWMANCER (FETCHLING ARCHETYPE)
The arcane science of shadow magic comes naturally to the higher-minded denizens of the Plane of Shadow. Fetchlings are no
exception, and tend to pursue illusions and shadow magic over other schools and traditions.
A shadowmancer has the following class features.
Class Skills: Shadowmancers add Stealth to their list of class skills.
Arcane School: A shadowmancer must choose the illusion arcane school.
Shadow Bond (Su): A shadowmancer forges a special, arcane bond with his shadow. The shadowmancer’s shadow shares a few
qualities in common with a more traditional wizard’s arcane-bonded object, and thus a shadowmancer without a shadow (such
as a shadowmancer who has become a vampire) or a shadowmancer whose shadow has been stolen or copied (such as by a
peryton’s shadow mark ability) must make a concentration check or lose any spell they attempt to cast. The DC for this check is
equal to 20 + the spell’s level.
In addition, a shadowmancer’s shadow can be called upon to grant the shadowmancer a +2 armor bonus, shielding him like a
cloak of shadowstuff. Alternately, the shadow can be called upon to conceal or obfuscate the shadowmancer’s form, granting
the shadowmancer a +4 bonus on Stealth skill checks made in areas of dim light or darkness. Activating or switching bonuses
requires a move action. Otherwise, the shadow bond can be called upon to enable the shadowmancer to cast a spell that he
does not have prepared in the same way that an arcane bond does.
This ability replaces arcane bond.
Grasp at Shadows (Su): As a standard action, a shadowmancer can create a mundane object (such as a sword, shield, crowbar,
tool, ladder, or any other non-magical object) weighing no more than 2 lbs. per class level out of raw shadowstuff. The object
functions normally in dim light or darkness, and persists until it is brought into an area of brighter light. Items created in this
way are masterwork objects. At 8th level, a weapon or shield created in this way gains a +1 enhancement bonus. At 16th level,
this bonus increases to +2. A shadowmancer may only create one object at a time in this way; creating a new object causes the
previous one to vanish. The shadowmancer may use this ability a number of times per day equal to 3 + his Intelligence modifier.
This ability replaces the blinding ray arcane school ability.
Summon Shadow (Su): At 15th level, a shadowmancer can animate his shadow to serve as a companion of sorts. This ability
functions as the shadowdancer prestige class ability of the same name. If the shadowmancer’s shadow is destroyed, so is his
arcane bond. The shadowmancer can replace a destroyed shadow after 30 days, as usual.
This ability replaces the 15th level wizard bonus feat.
Dire Shadow (Su): At 20th level, a shadowmancer’s shadow companion gains a hit point total equal to the shadowmancer’s total.
This ability replaces the 20th level wizard bonus feat.
3
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, publicly display,
transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and
includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work
covered by this License, including translations and derivative works under copyright law, but
specifically excludes Product Identity. (e) "Product Identity" means product and product line
names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language,
artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures,
equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as
Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign,
motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor
(g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h)
"You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms
of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described
by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your
original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open
Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT
NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another,
independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner
of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that
Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy,
modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission
from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to
statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware
of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
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: Fetchlings! © 2013, Daron Woodson; Author: Daron Woodson, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
CREDITS
Design and editing by Daron Woodson.
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder
Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying
Game Compatibility License. See [Link] for more information on the compatibility license.
Learn more about the Pathfinder Roleplaying Game at [Link].