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GATHLAIN

+2 Dexterity, +2 Charisma, –2 Constitution: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile.
Fey: Gathlain are fey.
Small: Gathlains 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 CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
Normal Speed: Gathlains have a base speed of 30.

Bower Born: Gathlains gain a +2 racial bonus on Handle Animal checks and on Influence checks involving fey or plant creatures.

Gliding Wings: The gathlain’s wings provide the ability to glide; the gathlain takes no damage from falling, as if subject to a constant nonmagical feather fall spell. While in midair, a gathlain can move up to 5 feet horizontally for every 1 foot it falls, at a speed of 60 feet per round.
Low-Light Vision: Gathlains can see twice as far as humans in dim light.
Spell-Like Abilities: 1/day — entangle, feather step.

Sticky Tendrils: Gathlains can cling to walls and even ceilings as long as the surface has handholds, and are treated as being constantly under the effects of a nonmagical spider climb spell (except that the gathlain may not cling to smooth surfaces).
Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Elven, Goblin, and Halfling.

Gathlain.png

ALTERNATE RACIAL FEATURES

Fey Heart: The power of the fey runs stronger in some gathlains, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magic Training feat for the Fallen Fey sphere as a bonus feat. This racial trait replaces the gathlain's spell-like abilities.

 

Flighty: Some gathlains are too easily distracted to miss anything going on around them. They  gain a +2 racial bonus on saving throws against patterns and effects that cause the fascinated condition.

 

Nimbus of Vitality: Gathlains sometimes retain a powerful connection to the First World, which allows them to channel life-giving energy. As a standard action once per day, they can surround themselves in an aura that affects them as faerie fire and grants fast healing 2. The nimbus lasts for 3 rounds plus 1 additional round per 2 character levels the gathlain possesses. This racial trait replaces the gathlain's spell-like abilities.

Whimsical Outlook: Some gathlains have swiftly-moving minds that are almost impossible to pin down. Once per day, when they fail a Will save against a mind-affecting effect, they can reroll with a +2 bonus and use the new result. This replaces the gathlain's spell-like abilities.

RACIAL FEATS

Advanced Gathlain Magic

You have developed your innate magical abilities.
Prerequisites: Cha 13, character level 3rd, gathlain.
Benefit: You gain the following spells as spell-like abilities, each of which are usable 1/day: wood meld (as meld with stone, but only with wood), wood shape.

Greater Gathlain Magic

You have greatly developed your innate magical abilities.
Prerequisites: Cha 15, Advanced Gathlain Magic, character level 9th, gathlain.
Benefit: You gain the following spells as spell-like abilities, each of which are usable 1/day: command plants, thorny entanglement.

Sinuous Vines

Your vines can wrap around foes you grapple.
Prerequisites: Dex 13, Unarmed Combatant, base attack bonus +6, gathlain.
Benefit: You gain a +2 bonus on combat maneuver checks to grapple, and your wings count as a free hand for the purpose of grappling a foe. You can maintain a grapple with your wings and still make attacks with your other limbs.

Superior Gathlain Magic

Your experience has enabled you to dramatically develop your innate magical abilities.
Prerequisites: Cha 17, Advanced Gathlain Magic, Greater Gathlain Magic, character level 15th, gathlain.
Benefit: You gain the following spells as spell-like abilities, each usable 1/day: liveoak, tree stride.

FAVORED CLASS BONUSES

Alchemist: Add 10 minutes to the duration of the alchemist’s mutagens.

Armorist: Gain damage reduction 1/cold iron for every 4 times this option is taken. This stacks with damage reduction gained from other sources.

Barbarian: Add 1/4 to the barbarian’s damage reduction. If the barbarian would not otherwise have damage reduction, this damage reduction can be bypassed by cold iron.

Bard: Add a +1/2 bonus to Acrobatics checks to avoid attacks of opportunity and to Perform checks while performing a bardic masterpiece.

Cleric: Add +1/2 to the cleric's channeled energy total when healing creatures of the animal, fey, and plant types.

Druid: Add a +1/2 bonus to wild empathy checks.

Elementalist: Add +1/4 CL with the (plantlife) package of the Nature sphere. This stacks normally with caster levels gained from other sources.

Eliciter: Gain 1/6th of a Mind sphere talent.

Fey Adept: Gain +1/6 Fallen Fey sphere save DC.

Fighter: Gain damage reduction 1/cold iron for every 4 times this option is taken. This stacks with damage reduction gained from other sources.

Investigator: Add a +1/3 bonus on inspiration rolls applied to Influence and Knowledge checks.

Magus: Gain 1/6th of a Fallen Fey sphere talent.

Malefactor: Add +1 foot to the radius of your aura of misfortune.

Monk: Add +1/3 to the monk's initiative when the monk is not holding anything in his hands. This bonus does not stack with Improved Initiative.

Occultist: Gain 1/6 of a new focus power.

Oracle: Gain 1/6th of a Fallen Fey sphere talent.

Ranger: Add 1/4 to the damage dealt by the ranger’s animal companion’s natural attacks.

Rogue: Add a +1/2 bonus to checks to pass secret messages or create a distraction to hide and on Sleight of Hands checks to pickpocket.

Sentinel: Gain damage reduction 1/cold iron for every 4 times this option is taken. This stacks with damage reduction gained from other sources.

Shifter: Add a +1 bonus on Knowledge (nature) checks relating to plants and flying animals.

Sorcerer: Add +1/6 bonus to the DCs associated with one sphere of the sorcerer’s choice.

Soul Weaver: Add +1/6 to the penalties and benefits granted by the soul weaver’s blessings or blights.

Summoner: Add 1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that grant spell-like abilities or protect the eidolon from spells.

Witch: Gain a +1/2 bonus to Influence checks made to ask favors or to convince a creature of the truthfulness of your words.

Wizard: Add +1/2 to the wizard’s effective class level for the purposes of determining the familiar’s natural armor adjustment, Intelligence, and special abilities.

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