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FETCHLING

RACIAL FEATURES

+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 Ability (Sp): A fetchling can use darkness once per day as a spell-like ability (with a caster level equal to the fetchling’s character level).
Languages: Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following: Aklo, Aquan, Auran, Ignan, Terran, and any regional human tongue.

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ALTERNATE RACIAL FEATURES

Darkness Adept: Born of shadow, fetchlings are natural practitioners of magics relating to darkness and deception. They gain Basic Magic Training in the Dark sphere at 1st level. This replaces the spell-like ability racial trait.

 

Deep Shadow Explorer: Fetchlings who widely explore the Shadow Plane learn to confront fearsome things best left undescribed. Fetchlings with this racial trait gain a +2 racial bonus on all saves against fear effects. This racial trait replaces the skilled racial trait.

Detached Shadow: Once per day as a standard action, the fetchling can detach his shadow from his body for one minute. This functions as the Shadow Lurk talent taken once but does not cost a spell point. This racial trait replaces the shadowy resistance racial trait.

Gloom Sight: Some fetchlings have eyes more attuned to darkness. They gain darkvision 90ft but also gain light sensitivity. This racial trait alters darkvision.

Shadow Cache: By utilizing their tie to the plane of shadow, some fetchlings gain the ability to create a small, shadowy space that they can store items in. They gain Basic Magic Training in the Warp sphere as a bonus feat at 1st level with the Bender drawback, receiving Extradimensional Storage as their bonus talent. This replaces the shadow blending racial trait.

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.

RACIAL FEATS
 

Dark Sight

With modification, your eyes can pierce the gloom of even magical darkness.

Prerequisites: gloom sight racial ability, fetchling

Benefit: You gain the see in darkness ability and lose the light sensitivity weakness, but gain light blindness.

Deep Darkness
Your darkness spells are especially potent.
Prerequisites: ability to cast darkness, fetchling
Benefit: The miss chance granted by spells that you cast with the darkness descriptor is improved by an amount equal to your relevant caster level. For example, if a 5th-level fetchling cleric with the Deep Darkness feat creates an area of dim light with a darkness spell, the concealment miss chance granted by that area is 25% (as opposed to the usual 20%). This ability never improves concealment to total concealment.

Gloom Strike [Combat]

Few creatures are as accustomed to fighting in the shadows as you.

Prerequisites: Blind-Fight, fetchling

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.

Piercing Shadows
The power of shadow infuses your weapons.
Prerequisites: Dark Sight, Gloom Strike, base attack bonus +8, fetchling
Benefit: Whenever you gain the benefits of your Gloom Strike feat, you also gain the supernatural ability to ignore up to 5 points of any damage reduction that your target possesses.

 

Shadowed Vigor
You are especially resistant to the elements.
Prerequisites: Endurance, fetchling
Benefit: Your cold or electricity resistance improves to 10, and you gain a constant endure elements spell-like ability.

Special: You may select this feat a second time, gaining the resistance you didn't choose the first time.

FAVORED CLASS BONUSES

Alchemist: Add +1 to Craft (alchemy) checks to craft poison and +1/4 to the DCs of poisons the alchemist creates.

Armorist: Gain +1/6 of an arsenal trick.

Barbarian: Add +1 to either cold or electricity resistance while raging (maximum resistance 15 for either type).

Bard: Add a +1 bonus on Disguise checks when using illusion magic on yourself.

Cleric: Add 1/2 point to negative energy damage dealt by channeling energy and inflict wounds spells.

Druid: The druid’s animal companion gains resistance 1 against either cold or electricity. Each time the druid selects this reward, he increases his animal companion’s resistance to one of those energy types by 1 (maximum 10 for any one energy type).

Elementalist: Add +1/2 to damage rolls the elementalist makes with elemental pulses against an opponent he is flanking or an opponent that is denied its Dexterity bonus to AC.

Eliciter: Gain a +1/2 bonus to checks made to demoralize opponents and checks made to feint in combat.

Fey Adept: Gain a +1/2 bonus to Stealth checks and Perception checks made in dim light and darkness.

Fighter: Add a +1/4 bonus on Stealth checks and on weapon damage rolls against flat-footed opponents.

Investigator: Gain a +1/3 bonus on critical hit confirmation rolls made while using studied combat. This bonus does not stack with those gained through Critical Focus and similar effects.

Magus: Gain +1/6 of a bonus combat feat.

Malefactor: Gain a +1/4 bonus to the malefactor's aura of misfortune.

Monk: Add a +1/2 bonus on Escape Artist and Stealth checks attempted while in dim light or darkness.

Occultist: Gain +1 energy resistance to one kind of energy (+10 maximum per energy type).

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 +1/4 dodge bonus to Armor Class against the ranger’s studied target.

Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.

Sentinel: Gain +1/4 bonus to Fortitude saves.

Shifter: Gain +1/6 of a bestial trait.

Sorcerer: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).

Soul Weaver: Gain +1/6 of a channel feat.

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).

Witch: Gain +1/4 of a use per day of one of your tradition powers.

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.

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