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  Open Game Content: All text on pages 3 through 23. 
  Monstrous Races 
  Alternate Racial Traits and 
  Favored Class Bonuses 
   
  Authors: Mark Gedak and Stefen Styrsky 
  Publisher: Purple Duck Games 
  Cover Image: Daniel K. Lorentsen 
  Artwork: Tamas Baranya, Joe Calkins, 
  Maciej Zagorski 
  Special Thanks: K. Axel Carlsson, Dirk Ave, 
  Patrick Kossmann 
   
  Introduction 
   
   
  2 
  Aasimar 
   
   
  3 
  Drow  
   
   
  5 
  Duergar 
   
   
  8 
  Goblin  
   
   
  11 
  Hobgoblin 
   
   
  13 
  Kobold  
   
   
  15 
  Tengu  
   
   
  18 
  Tiefling  
   
   
  20 
  Additional Material 
   
  23 
  Open Game License 
   
  24 
   
   
   
  Compatibility with the Pathfinder 
  Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder 
  Roleplaying Game. Paizo Publishing, LLC 
  does not guarantee compatibility, and does 
  not endorse this product. 
   
  Some artwork copyright Octavirate Entertainment, used with permission. 
  
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  Introduction or It is All Dirk’s Fault 
  Like many of you, I recently received a copy of the Pathfinder® Roleplaying Game: Advanced Player’s 
  Guide™ by Paizo Publishing. My group has been eagerly awaiting this release as one of my player’s 
  has been using the playtest alchemist in our Adventure Path campaign. Now I’m terrible for following 
  company preview information and I did not know that the Advanced Player’s Guide would have a ton 
  of new racial modifiers and alterations to the favoured class system. Not surprisingly, my players 
  looted that section heavily as soon as they got their greedy little hands on it. Everyone had the 
  opportunity to take something and tweak their character just slightly, except for Dirk. 
  Dirk plays a tiefling rogue/wizard. Tieflings were not included because they are not a core race, and 
  yet I think they are a popular race. In order to correct this grave injustice (though Dirk used more 
  colorful language), Stefen and I have put together some roleplaying notes, alternate racial traits and 
  favored class bonuses for the other guys. 
  About Purple Duck Games 
  Purple Duck Games is the vanity press company created by hobbylancer, Mark Gedak and freelancer, 
  Stefen Styrsky. Purple Duck Games 
  strives to bring you the consumer, 
  tightly focused releases for your 
  favourite open game license game. 
  If you have any comments, 
  suggestions or a list of abuses I’ve 
  made toward the English language 
  please don’t hesistate to email me 
  at  
  publisher@purpleduckgames.com. 
  A Word about Duergar 
  The duergar to me are a psionic 
  race. The options in this document 
  does not include information about 
  psionic duergar because currently 
  there are no psionic rules for 
  Pathfinder.  
   
  Once Dreamscarred Press releases 
  Psionics Unleashed for the 
  Pathfinder Roleplaying Game I will 
  compile a number of options for 
  psionic duergars. 
   
  - 
  Mark 
   
   
   
   
  
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  Aasimar 
  Aasimar are known most for their divine 
  heritage. Though not always good in nature, 
  their natural tendency for goodness often 
  draws them to the study of divine and other 
  holy matters. Being human, or at least partially 
  human, the aasimar race demonstrates a wide 
  variety of professional adventurer choices.  
  Classes that work best in harmony with the 
  natural world are almost unheard of among the 
  aasimar, for the druid and ranger’s connection 
  to nature is harder for most aasimar to feel 
  given their parental link to outer realms. 
     Aasimar come from many backgrounds and 
  heritages. Their presence is known worldwide 
  but they do not have any major settlements of 
  their own, preferring to blend in with the other 
  races whenever they are able to. The racial 
  traits of the aasimar are affected not only by 
  the kind of upbringing they experienced but 
  also from the source of their divine heritage. 
   
  Aasimar Adventurers 
  Aasimar who chose to become adventurers 
  tend to be divine characters, from cloistered 
  clerics, to hymnsinging bards to studious 
  monks. Regardless of their professions, aasimar 
  adventures are always shaped by their faith in 
  the divine realms. 
   
     Alchemist: The alchemist is not a calling that 
  many aasimar seek out. The seclusion and 
  chaotic nature of the alchemist’s meddling does 
  not appeal to a race that approaches divine 
  perfection. If an aasimar does study the craft of 
  the alchemist it is usually as a means to find a 
  shortcut to divinity themselves. 
     Barbarian: Barbarians are not common among 
  the aasimar but those that do exist are often 
  called zealots. These barbarians are almost 
  always on a holy mission to eradicate heretics 
  from the world or to bring the word of the 
  divine to the ignorant, by force if necessary. 
     Bard: When the halls of the bardic colleges 
  ring with the sound of angelic hymns, it is 
  certain that the aasimar is in residence. Aasimar 
  bards proclaim the glory of the heavens and 
  benefits of a life lived well. 
     Cavalier: The Order of the Shield, Order of the 
  Star and Order of the Sword are all known to 
  possess several members of the aasimar race. 
  Service to community, the divine and to a code 
  is an extremely easy concept for the aasimar 
  race to exemplify. 
     Cleric: The Aasimar race probably has a 
  greater percentage of clerics than any other 
  race. The aasimar’s personal connection to the 
  divine gives them insight into the wonder and 
  beauty of good works. 
     Druid: Aasimar do not generally explore the 
  teachings of the green faith. The concept that 
  divinity is inherent is all living things without the 
  careful guidance and nurturing of the gods is 
  abhorrent to most aasimar. The few aasimar 
  who explore the druidic path always do so with 
  a reverence to a particular nature deity. 
     Fighter: Aasimar have members who take up 
  the role of the fighter just as easily as any other 
  race, though it is more common for them to be 
  cavaliers or paladins. Often these aasimar are 
  members of organizations that strive to bring 
  light to a dark world, though some are simply 
  mercenaries making due as best they can. 
     Inquisitor: Although one would suspect that 
  the aasimar’s natural optimism would preclude 
  them from the shadowy world of the inquisitor, 
  aasimar make excellent inquisitors who hunt 
  down heretics with a fervor seen by few other 
  races. 
     Monk: Many aasimar possess the discipline 
  and mindset to take on the role of the monk. 
  Instead of holing themselves up within 
  monasteries, aasimar monks are likely to travel 
  the lands returning chaos back to order and 
  leading others down the divine path. 
     Oracle: Aasimar oracles are known for 
  investigating the mysteries of the heavens, life 
  and lore. Rarely do they study the mystery of 
  flame, nature, stone, water or wind. An aasimar 
  who studies the mystery of bones is almost 
  unheard of the world. 
     Paladin: The divine nature of the aasimar 
  leads many of their race into the ranks of the 
  paladin. From within the holy embrace of their 
  unseen fathers or mothers they are able to push 
  back the darkness that threatens the edges of 
  
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  the world. Aasimar with angelic blood are the 
  most likely to become paladins. 
     Ranger: The ranger’s affinity to the natural 
  world or links to their animal companions are 
  foreign to most aasimar. Occasionally, the 
  training they receive in hunting of demons, 
  devils, daemons and chaosiic can lead some of 
  the more militant aasimar into the fellowship of 
  rangers but few follow it as a lifelong 
  profession. 
     Rogue: Deep within evil temples or far behind 
  enemy lines are the places you are most likely 
  to find an aasimar who has taken up the roguish 
  arts. Though every person in times of 
  desperation my turn to thievery, the aasimar 
  who take on this profession usually do so to 
  punch holes in the defenses of evil forces or rob 
  them of some foul artifact. Aasimar rarely steal 
  without some grander purpose. 
     Sorcerer: Being a race with natural spell-like 
  abilities, the aasimar are more likely to be 
  sorcerer than a wizard. Aasimar who become 
  sorcerers often exhibit the celestial, destined, 
  or starsoul bloodlines. Aasimar universally shun 
  the abyssal, infernal and protean bloodlines. 
     Summoner: Some aasimar view the bond 
  between summoner and his eidolon as a natural 
  extension of the aasimar’s divine nature. The 
  eidolons of aasimar summoners often look 
  similar to angels, azatas and other celestial 
  beings. 
     Witch: Aasimars are certain of their divine 
  nature and cannot reconcile their faith in 
  divinity with the witch’s devotion to unknown 
  forces. Few aasimars are comfortable 
  communing with otherworldly, ungodly powers. 
     Wizard: Though less common than the 
  sorcerer, several aasimars have been known to 
  follow the studious path of the wizard. Aasimars 
  who walk upon this path often study the 
  schools of divination, enchantment, illusion and 
  conjuration. They shun the more destructive 
  and profane schools such as evocation and 
  necromancy. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing aasimar racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Angelic Resistance: Aasimars with angelic 
  blood have acid resistance 5, cold resistance 5 
  and a +4 save versus petrification. This racial 
  trait replaces the celestial resistance racial trait. 
     Archon Resistance: Aasimar with archon 
  blood have electricity resistance 5 and a +4 save 
  vs. poison and petrification. This racial trait 
  replaces the celestial resistance racial trait. 
     Azata Resistance: Aasimar with azata 
  resistance have cold resistance 5, electricity 
  resistance 5 and fire resistance 5. This racial 
  trait replaces the celestial resistance racial trait. 
     Cursebreaker: Aasimars can use remove curse 
  once per day as a spell-like ability (caster level 
  equal the aasimar’s class level). This racial trait 
  replaces the spell-like ability racial trait. 
     Divine Chorus: Aasimars are amazing 
  performers and their songs are said to bring 
  tears to the eyes of the heavens. Aasimars with 
  this racial trait gain a +2 racial bonus on all 
  Perform and Knowledge (religion) checks. This 
  racial trait replaces the skilled racial trait. 
     Divine Enmity: Aasimars often come into 
  conflict with daemon, demonic and devilish 
  forces.  Aasimars with this racial trait receive a 
  +1 bonus on attack rolls versus outsiders with 
  the evil subtype. This racial trait replaces the 
  skilled racial trait. 
     Divine Warder: Aasimars can use dispel magic 
  once per day as a spell-like ability (caster level 
  equal the aasimar’s class level). This racial trait 
  replaces the spell-like ability racial trait. 
     Divine Warrior: Aasimars can use instant 
  armor once per day as a spell-like ability (caster 
  level equal the aasimar’s class level). This racial 
  trait replaces the spell-like ability racial trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, an aasimar has the option of choosing 
  from a number of other bonuses, depending 
  upon his favored class. The following options 
  are available to all aasimar who have the listed 
  favored class, and unless otherwise stated, the 
  
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  bonus applies each time you select the listed 
  favored class reward. 
   
     Bard: Add 1 to the aasimar’s total number of 
  bardic performance rounds per day. 
     Cavalier: Add +1/4 to the cavalier’s banner 
  bonus. 
     Cleric: Add a +1 on caster level checks made 
  to overcome the spell resistances of evil 
  outsiders. 
     Inquisitor: Add +1/2 on Intimidate checks and 
  Knowledge checks to identify creatures. 
     Monk: Add +1/2 use of the stunning fist 
  ability. 
     Paladin: Add +1/2 hp to the paladin’s lay on 
  hands ability to heal. 
     Rogue: Add +1/2 on Perception checks and 
  Disable Device checks when working with traps. 
     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.  
   
   
  An aasimar cleric calls for divine guidance. 
   
  Drow 
  Most surface dwellers regard tales of the drow 
  as legends or simply memories of a race long 
  extinct. Eternally feared and seldom glimpsed, 
  drow play the role of unmitigated evil in stories 
  told in the day-lit world. They are, however, a 
  diverse, complex race. Their innate magical 
  nature makes it easy for clerics, sorcerers and 
  wizards to thrive in drow society. Yet, men and 
  women who prefer steel and muscle also do 
  well in the competitive world of the dark elves. 
     As with any race, each individual is unique. 
  The random nature of magic makes this even 
  more so among the underearth elves. Not all 
  drow inherit the same sorcerous abilities their 
  parents possess. Some might forsake training in 
  the rapier for other weapons, or study different 
  arcane skills.  Paranoia and suspicion among the 
  race’s members also influences a drow’s 
  characteristics. These drow might have different 
  racial traits than those who are raised in a more 
  traditional enclave. 
   
  Drow Adventurers 
  Drow who choose to become adventurers tend 
  to be rogues or spellcasters. These individuals, 
  distinguished from the typical, insular drow, 
  refuse to conform and take their uniqueness as 
  a badge of honor. 
   
     Alchemist: The sinister drow employ nefarious 
  substances ranging from poisons to powerful 
  mutagens and drugs. Alchemists are highly 
  regarded in drow society for their ability to 
  produce toxins, recreational drugs and the 
  chemicals that turn drow into driders. 
     Barbarian: Outcast drow and those who flee 
  the cities to live in the wild caverns beneath the 
  earth become barbarians simply to survive. A 
  few earn a living as enforcers for drow nobility 
  or others intelligent subterranean creatures. 
     Bard: Decadent and sadistic, drow value 
  entertainment and pleasure above all else. A 
  drow bard’s skills range from simple tale-
  spinning to flights of sensual hedonism that 
  would kill lesser creatures. 
     Cavalier: In the cramped tunnels of the under 
  dark, there isn’t much room for cavaliers, hence 
  
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  drow cavaliers are almost unknown. The few 
  who do arise spend their lives in service to a 
  noble house or sect dedicated to the Dark 
  Mother. 
     Cleric: Drow possess intimate connections to 
  the Dark Mother and the various demon lords 
  they worship. Drow clerics are expected to 
  eventually rule dark elf society, and therefore 
  adventure to increase their power and status. 
     Druid: With no prospect of ever living on the 
  surface where flora and fauna are plentiful, few 
  drow become druids. Those who do become 
  druids often focus on the powers inherent in 
  earth and stone rather than on bonds with 
  living creatures. 
     Fighter: The ever-present threat of violence in 
  drow society means almost all individuals 
  develop some expertise with weapons. Males 
  most often continue their training to become 
  true experts of the blade and hand crossbow. 
  Such men are considered expendable in the 
  matriarchal society. 
     Inquisitor: Each noble house and religious sect 
  demands absolute obedience. Personal 
  advancement among drow requires treason and 
  subterfuge. Such a society has many uses and 
  opportunities for inquisitors. 
    Monk: The sensual, indulgent nature of the 
  drow means few give up their way of life for 
  one of physical deprivation. Drow monks often 
  choose this path out of a sense of extreme 
  devotion to a deity or to ensure they possess 
  the skills and abilities required to stay alive in 
  the murderous dark elf hierarchy. 
     Oracle: The emphasis drow place on divine 
  guidance means oracles achieve a special place 
  in their society. However, speaking unpopular 
  or unwanted truths among dark elves can place 
  oracles in great danger from those who feel 
  threatened by such statements. 
    Paladin: Drow do not become paladins. Their 
  proclivity for torture, exploiting the weak and 
  revelling in evil encourages a drow to choose 
  the role of anti-paladin instead. 
    Ranger: Expansion and slave-taking feeds drow 
  society. Drow rangers locate new sources of 
  servants and protect the underground cities 
  from other powerful subterranean menaces. 
     Rogue: Drow rogues exist at all levels of 
  society. They focus on subterfuge, stealth and 
  espionage with sidelines in assassination and 
  theft. 
     Sorcerer: All drow are born with innate 
  magical talents. A few drow inherit abyssal and 
  infernal bloodlines from the evil outsiders often 
  found in a drow’s company. 
     Summoner: Used to binding evil outsiders to 
  their service, the drow feel comfortable around 
  summoners. Most eidolons of drow summoners 
  take the form of spiders or other large vermin. 
     Witch:  Drow witches prefer operating from 
  the shadows where they can manipulate others 
  in secret. A drow who makes a pact with a 
  familiar never reveals the arrangement.  
     Wizard: Steeped in magic from birth, many 
  drow find it natural to spend a lifetime studying 
  the arcane arts. Their ancient heritage means 
  the drow have forgotten or lost more eldritch 
  knowledge than most races have ever known. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing drow racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Ancient Heritage: Some drow still continue 
  the practice of their original martial traditions. 
  They gain proficiency in the elven curve blade. 
  This replaces the normal drow weapon 
  familiarity that grants proficiency in the hand 
  crossbow, rapier and short sword. 
     Dark Pact: Some drow possess a special 
  connection to the eternal darkness that 
  surrounds them at all times grants. Drow with 
  this racial trait are treated as 1 level higher 
  when casting spells with the darkness 
  descriptor or using granted powers of the 
  Darkness domain, or the bloodline powers of 
  the abyssal bloodline or casting spells granted 
  through the witch’s shadow patron. This ability 
  does not give the drow early access to level-
  based powers; it only affects powers the drow 
  could use without this ability. This racial trait 
  replaces the keen senses racial trait. 
   
  
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     Demon Seed: Not all drow inherit the same 
  spell-like abilities. A drow with a demon 
  ancestor or born under the influence of Abyssal 
  magic gains different spell-like abilities. A drow 
  with this racial trait can cast bleed, death knell 
  and doom each once per day, using his total 
  character level as his caster level. This replaces 
  the spell-like abilities racial trait. 
     Evil Incarnate: Few creatures rival the abject 
  malignancy of drow. Drow embody this in their 
  flesh. A drow with this racial trait gains DR equal 
  to ¼ their character level. Good-aligned attacks 
  by pass this resistance.. This replaces the spell 
  resistance racial trait. 
     Ghost Echoes: Some drow have the ability to 
  manipulate sounds rather than light and 
  darkness, a useful ability in the long, echoing 
  corridors of underearth. A drow with this racial 
  trait can cast ghost sound, magic mouth and 
  ventriloquism each once per day, using his total 
  character level as his caster level. This replaces 
  the spell-like abilities racial trait. 
     Hellfire Born: Congress with devils leaves 
  some drow immune to the unholy fire that 
  rages in the pits. A drow with this racial trait 
  gains resistance to fire equal to 5 + plus his 
  character level. This replaces the spell 
  resistance racial trait. 
     Manipulative: Drows are practiced liars. A 
  drow with this racial trait gains a +2 racial bonus 
  to Bluff checks. This replaces keen senses racial 
  trait. 
     Masochist: Pleasure and pain often defines a 
  drow’s existence. A drow with this racial trait 
  associates both states with its opposite and 
  gains the ability to better resist non-lethal 
  damage. This drow adds his Constitution score 
  to his current hit point total when determining 
  whether or not he gains the staggered condition 
  from non-lethal damage. This replaces the spell 
  resistance racial trait. 
     Poisoner: Toxins are a normal part of drow 
  life. Constant use and exposure to poison inures 
  some drow to its effects. Drow with this racial 
  trait gain a +2 bonus to saves against poison. 
  Also, if this drow fails four saves against one 
  type of poison he is thereafter immune to that 
  poison. This replaces the spell resistance racial 
  trait. 
     Paranoid: Drow are a suspicious, paranoid 
  race. They suspect everyone lies as a matter of 
  course, and only tell the truth when they have 
  something to gain. A drow with this racial trait 
  gains +2 racial bonus to Sense Motive checks. 
  This replaces the keen senses racial trait. 
    Spider Touched: The spider queen sometimes 
  bestows powers on a drow infant. A drow with 
  this racial trait can cast detect poison, spider 
  climb, and summon monster I (giant spider) 
  each once per day, using his total character 
  level as his caster level. This replaces the spell-
  like abilities racial trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a drow has the option of choosing from a 
  number of other bonuses, depending upon his 
  favored class. 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 one extract formulae from the 
  alchemist’s list to the character’s formulae 
  book. This formulae must be at least one level 
  below the highest formulae level the alchemist 
  can create. 
     Cleric: Add a +1 bonus to concentration 
  checks when casting necromancy spells or spells 
  with the evil descriptor. 
     Fighter: Chose a weapon from the following 
  list: hand crossbow, elven curve blade, rapier or 
  shortsword. Add a +1/2 circumstance bonus on 
  critical hit confirmation rolls with that weapon 
  (maximum bonus of +4). This bonus does not 
  stack with Critical Focus. 
     Inquisitor: Add a +1 bonus to Intimidate 
  checks. 
     Monk: Add +1/4 to the monk’s ki pool. 
     Ranger: Choose one of your favored enemies 
  with the humanoid type. Add a +1 bonus to 
  CMB on attempts made to grapple or to 
  continue a grapple against this type of creature. 
     Rogue: Add a +1/2 bonus to Craft (poison 
  
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  making) and a +1/2 bonus to Stealth checks 
  made against other drow. 
     Sorcerer: Select one bloodline power granted 
  at 1st level that is normally usable for 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: Add +1 on caster level checks made to 
  overcome the spell resistance of outsiders. 
   
   
   
   
   
   
   
   
   
  A hellfire born drow. The taint of hell’s embrace 
  is often hard to conceal. 
   
   
   
   
   
  Duergar  
  Deep beneath the surface of the world, dwarves 
  fight against the forces of darkness to save 
  civilization from the taint of the subterranean 
  realms. Far deeper underground live their foul-
  tempered and morally twisted cousins the 
  duergar. 
   
  Duergar have suffered centuries at the hands 
  and tentacles of horrors too horrible to 
  describe. Their constant exposure to strange 
  energies, alien gods and forgotten magic has 
  left the duergar a damaged race. Cruel and foul-
  tempered, duergar have little use for races 
  outside their own race. The constant threat of 
  invasion by outside forces leads all duergar to 
  take up at least one of the adventuring classes. 
   
  Duergar Adventurers 
  Duergar adventures tend to be warriors, magic-
  users or a combination of both. Centuries of 
  experience has taught the duergar to rely on 
  both steel and sorcery to protect their land. 
   
  Alchemists: Although the reclusive nature of 
  the alchemist might discourage duergar from 
  adopting this profession, many take up this 
  craft. When studying alchemy, the duergar 
  favor discoveries related to their mutagens over 
  those for bombs. 
  Barbarians: Duergar beserkers are an asset to 
  any strike team. Duergar beserkers are always 
  at the forefront of the assault during raids on 
  alien powers.   
  Bards: The tortures experienced by the duergar 
  at the tentacles of the phrenic scourges have 
  robbed the race of its sense of humor and its 
  joy. Any duergar who follow the path of the 
  bard most often recite tales of costly victories 
  and terrible loses. 
  Cavalier: The Order of the Cockatrice attracts 
  the greatest number of duergar. However, this 
  amount is exceedingly small. Duergar have 
  fought for so long just for basic survival that 
  they find little value in fighting for a larger 
  cause. 
  Cleric: Though focused and devoted to 
  particular enterprises, duergar are not overly 
  
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  religious. The suffering they have faced has 
  pushed them from the gods toward a more 
  personal self-reliance. 
  Druid: The world beneath the surface is filled 
  with untold horrors. One of the ways the 
  duergar combat this threat is through the 
  employment of elemental magic as harnessed 
  by the druidic faith. Nature endures and so will 
  the duergar. 
  Fighter: The vast majority of duergar take some 
  training in the fighting arts. This is a necessity 
  for survival in their cruel society. Duergar favour 
  crossbows and warhammers as their weapons. 
  Inquisitor: The inquisitor role does not fit well 
  in duergar society. With their natural apathy 
  toward divine matters, there isn’t a need for 
  religious enforcers such as those seen within 
  other races. 
  Monk: The instability of life within the deep 
  underground precludes most duergar from 
  embarking on a quest for enlightenment. Still, 
  within the isolated peaks of Ranm there is said 
  to be a small monastery of duergar monks. 
  Oracle: Oracles of the duergar study the 
  mysteries of battle, lore and stone. The role of 
  the oracle is respected in duergar society for 
  many a disaster has been averted by their wise 
  counsel. 
  Paladin: To say that no duergar take up the 
  mantle of the paladin would be an utter lie. 
  Duergar have trouble accepting the nobility of 
  the divine champion after suffering so much at 
  the hands of others. Those who do become 
  paladins are often the most steadfast and 
  devout in their beliefs. Duergar paladins often 
  form a divine bound with an ancestral waraxe. 
  Ranger: Danger fills the lands below the world’s 
  surface.  Not only must the duergar contend 
  with the machinations of drow, cloaker and 
  phrenic scourges but also untold horrors lie 
  around every corner of their ever expanding 
  empire. Duergar rangers favor aberrations and 
  humanoids as enemies and often form bonds 
  with other hunting companions. 
  Rogue: Entrapping foes, striking unseen and 
  escaping bonds are skills almost every duergar 
  learns at a young age. Amongst their own kind 
  there is little subterfuge or thievery, but the 
  skills a rogue can bring to a scouting or assault 
  force are always valued.  
  Sorcerer: The magical forces that seem to 
  spring from the souls of creatures do not seem 
  to reside within the duergar. They do possess 
  some magic-like abilities ingrained in their being 
  but many believe these emanate from some 
  other source than the wellspring which 
  empowers sorcerers.  
  Summoner: The tortured nature of the duergar 
  makes it difficult for them to trust any other 
  creature, especially an otherworldly entity. Few 
  duergar see any difference between the eidolon 
  and the outré entities that once held them 
  enslaved.  
  Witch: The thought of forming pacts with 
  unknown entities is abhorrent to members of 
  the duergar race who still bear the scars of their 
  enslavement. Those duergar who lust for power 
  and find this approach acceptable keep their 
  dealings secret and disguise their work as that 
  of wizards. 
  Wizard: It is said the enslaved duergars study of 
  their foul master’s tomes of arcane knowledge 
  allowed them to break free of their subjugation. 
  Since the duergar people were freed from 
  enslavement they have always respected the 
  work of those that studied the wizardry path. 
  Duergar favor illusion and transmutation 
  schools. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing duergar racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Ancient Enmity: Some duergar have never 
  forgiven their dwarven cousins for abandoning 
  them to their alien enslavers. Duergar with this 
  racial trait gain a +1 bonus to attack and 
  damage to humanoid creatures with the dwarf 
  subtype. This racial trait replaces the stability 
  racial trait. 
     Deepearth Born: Duergar born extremely 
  deep have lost the ability to see in lighted areas 
  but gain a preternatural sense of smell. Duergar 
  with this racial trait gain the scent special ability 
  
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  but their racial trait of light sensitivity becomes 
  light blindness instead. 
     Hamper Foes: Duergar can cast reduce person 
  and slow each once per day, using their 
  character level as their caster level. Both of 
  these spell-like abilities only affect enemies of 
  the duergar. This racial trait replaces the spell-
  like ability racial trait. 
     Hardened to Magic: Duergar who were 
  extensively tortured by their alien masters’ 
  magic developed a resistance to it that has no 
  equal. Duergar with this racial trait gain spell 
  resistance equal to 6 + their character level. This 
  racial trait replaces the duergar immunities 
  racial trait. 
     Mobile Magic: Duergar 
  can cast jump and spider 
  climb each once per day, 
  using their character level as 
  their caster level. Both of 
  these spell-like abilities only 
  affect the duergar. This 
  racial trait replaces the 
  spell-like ability racial trait. 
     Self-Actualization: 
  Duergar can cast expeditious 
  retreat and bull’s strength 
  each once per day, using 
  their character level as their 
  caster level. Both of these 
  spell-like abilities only affect 
  the duergar. This racial trait 
  replaces the spell-like ability 
  racial trait. 
     Shake the Earth: Duergar 
  possess a deep connection with the earth and 
  can use their stony environment to aid them in 
  combat. Duergar may make one melee attack as 
  a standard action with an increased 5 ft. reach. 
  They accomplish this by striking the wall or floor 
  of the cavern and transmitting the force to their 
  enemies. All extended reach attacks are treated 
  as if their weapon size was one size category 
  smaller. This racial trait replaces the stability 
  racial trait. 
     Upperdark Born: Duergar born closer to the 
  lands of their common dwarf cousins do not 
  possess the same ability to see in the dark. 
  Their darkvision only has a range of 60 ft., 
  however they do not possess the light 
  sensitivity racial trait either. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a duergar has the option of choosing from 
  a number of other bonuses, depending upon his 
  favored class. 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. 
   
     Alchemist: Add +2 minutes 
  per alchemist level to the 
  duration of a mutagen. 
     Barbarian: Add 1 to the 
  duergar’s total number of rage 
  rounds per day. 
     Cavalier: Add +1/2 damage 
  bonus to creatures designated 
  by the cavalier’s challenge. 
     Druid: Select one cleric 
  domain power at 1st level that is 
  usable a number of times per 
  day equal to 3 + the druid’s 
  Wisdom modifier. The druids 
  adds ½ 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. 
     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 a +1/2 damage bonus against the 
  duergar’s favored enemies. 
     Rogue: Add +1/2 bonus to Perception and 
  Stealth while underground. 
     Wizard: Add +1/2 to the number of uses per 
  day of arcane school powers. This increase only 
  applies to arcane school powers available at 1st 
  level and normally usable a number of times per 
  day equal to 3 + the wizard’s Intelligence 
  modifier. 
  
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  Goblin 
  Greedy, malicious and cowardly, most goblins 
  don’t have much to recommend them. Despite 
  a penchant for sneaky behavior, not all goblins 
  become thieves and backstabbers. The goblin 
  tribes require priests, soldiers and diviners like 
  any other race, and goblins with the necessary 
  abilities fill those roles. Though not a martial 
  culture like their hobgoblin cousins, goblins also 
  sometimes become competent fighters and 
  cavaliers. 
     The endemic presence of goblins throughout 
  the world means not all are snivelling cowards. 
  Not every goblin hides in the shadows or rides 
  dogs into battle. Some learn how to fight large 
  opponents, others teach themselves the best 
  way to burn objects and people. These goblins 
  might have different racial traits than those of 
  the most typical goblin. 
   
  Goblin Adventurers 
  Goblin adventurers tend to be rogues or 
  rangers. Goblins know they don’t measure up to 
  other races in size or strength and tend to take 
  roles that allow them to more easily slip 
  through an opponent’s defenses or attack from 
  a distance. For the same reason, goblins prefer 
  strength in numbers and rarely leave home 
  without other goblins, but also readily take up 
  with any adventuring group who will have 
  them. 
     Alchemist: Goblins like fire and caustic 
  substances. A goblin who can fashion 
  explosives, acid and inflammables without 
  killing himself can always find work among his 
  own kind. 
     Barbarian: Unconstrained by civilized niceties, 
  and greedy to the core, goblins possess a mean 
  streak that sometimes manifests as a 
  barbarian’s rage. Goblin barbarians adventure 
  for gold and to prove they are as tough as the 
  “giant” races. 
     Bard: While most other races consider goblin 
  music prolonged screeching, goblins need songs 
  and tales to distract them from the dangers 
  inherent in raiding and fighting larger, more 
  intelligent creatures. Goblin bards provide 
  courage during those times. 
     Cavalier: The goblin tradition of dog-riding 
  means cavaliers often arise among goblins. The 
  ability to inspire other goblins and rally them 
  around tribal banners makes cavaliers valued 
  individuals. 
     Cleric: Goblins pray a lot. In a world filled with 
  tougher, stronger creatures prayer is sometimes 
  your only recourse. Goblin clerics invoke boons, 
  plead with the gods for favors and keep the 
  tribes safe. 
     Druid: Despite their hatred of almost all other 
  living creatures, goblins can form a close bond 
  with a riding dog or underground vermin. 
     Fighter: Since just as many goblins die at the 
  hands of other goblins as they do against other 
  races, goblins who want to stay alive learn to 
  fight and fight well. Of course, goblin fighters 
  also come in handy when the “giant” races 
  attempt to punish the tribe for the raids and 
  meat rustling. 
     Inquisitor: As a goblin chief is only as safe as 
  the amount of fear he instills in his tribe-mates, 
  goblin inquisitors find work ferreting out 
  mutineers. 
     Monk: A goblin’s inborn greed and avarice 
  makes it almost impossible for one to follow the 
  monk’s path. Most goblin monks were raised 
  outside goblin society’s chaotic power struggles. 
     Oracle: A race as superstitious as goblins 
  places great import on the pronouncement of 
  oracles. The words of an oracle can send shivers 
  down the spines of the meanest goblin kings. 
     Paladin: Goblins do not become paladins. 
     Ranger: Always on the hunt for food and 
  weaker creatures to exploit, goblin rangers keep 
  the tribes fed and protected. Most goblin 
  rangers normally focus on archery to keep 
  themselves out of harm’s way. 
     Rogue: Goblins take naturally to the rogue 
  class. Cities and towns of “giants” often fall prey 
  to the night-gangs, bands of goblin rogues that 
  steal, pillage and murder almost with impunity. 
     Sorcerer: Since goblins can’t read, all magic 
  they possess comes from innate sources. And 
  while fate usually overlooks goblins, meaning 
  they rarely manifest the destined bloodline, 
  lesser demons and devils often leave their mark 
  on the ill-tempered, nasty folk. 
  
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     Summoner: The summoner faces the same 
  superstition and dread with which all goblins 
  treat magic. Summoners either become 
  outcasts or powerful leaders. Most eidolons of 
  goblin summoners take the form of rats, 
  scorpions, snakes or wolves. 
     Witch: The witch occupies the same place in 
  goblin society as the oracle, a feared but 
  necessary component for survival. Many 
  witches adopt a multi-faceted role of seer and 
  healer. 
     Wizard: The formal study of magic is almost 
  unknown among goblins. Those few who know 
  how to read are regarded as weird and 
  dangerous in the extreme. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing goblin racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Ankle Biter: Knowing how to fight the big guys 
  keeps goblins alive. A goblin with this racial trait 
  gains a +2 bonus to confirm critical hits and a +2 
  bonus to damage on successful critical hits 
  against a creature one size larger than the 
  goblin. This bonus increases by +1 for every 
  additional size step larger the creature is than 
  the goblin. The bonus to confirm critical hits 
  does not stack with Critical Focus. This replaces 
  the skilled racial trait. 
     Arsonist: Goblins like fire and burning things. 
  A goblin with this racial trait gains a +2 bonus to 
  damage on attacks with flaming objects such as 
  torches or alchemist bombs that deal fire 
  damage. This replaces the skilled racial trait. 
     Brute: Some goblins are born larger than 
  normal. While not comparable to other races 
  they are stronger than the average goblin. A 
  goblin with this racial trait gains a +2 bonus to 
  Dexterity, a -2 penalty to Charisma but no 
  penalty to Strength. This replaces the normal 
  goblin penalties to Characteristics. 
     Cave Dweller: Some goblins never venture 
  beyond the protection of the home caves. 
  These goblins are not as fast as other goblins 
  but learn to scale their home’s walls and vertical 
  tunnels. A goblin with this racial trait has a 
  speed of 20 ft. but also possesses a climb speed 
  of 20 ft and uses his Dexterity modifier on Climb 
  checks. This replaces the fast racial trait. 
     Fire Tamer: A goblin’s affinity with destruction 
  grants them an inherent affinity to fire. Goblins 
  with this racial trait are treated as 1 level higher 
  when casting spells with the fire descriptor or 
  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 when determining the 
  damage of alchemist bombs that deal fire 
  damage. This ability does not give the goblin 
  early access to level-based powers; it only 
  affects powers the goblin could use without this 
  ability. This racial trait replaces the skilled racial 
  trait. 
     Gut Stabber: Goblins are quick and know 
  where to hit so it hurts most. A goblin with this 
  racial trait uses his Dexterity modifier for attack 
  and damage rolls instead of Strength while 
  fighting creatures of Medium size or larger. This 
  replaces the skilled racial trait. 
     Harmless Fool: Their short stature and petty 
  grievances make goblins appear annoying 
  rather than dangerous. A goblin with this racial 
  trait gains a +4 bonus to Bluff and Perform skill 
  checks. This replaces the skilled racial trait. 
     Ignorance is Bliss: Goblins can’t read as a 
  matter of choice. A goblin with this racial trait 
  gains a +2 bonus to saves against spells and 
  effects that depend on runes or writing such 
  sepia snake sigil, runes of blasting, and symbol 
  of pain. This replaces the skilled racial trait. 
     Scavenger: Goblins learn the best way to get 
  stuff is to sift through the lost and castoff items 
  of other races. A goblin with this racial trait 
  gains a +4 bonus to Appraise and Knowledge 
  (local) checks. This replaces the skilled racial 
  trait. 
     Slippery: Goblins must know how to escape 
  the clutches of larger creatures. A goblin with 
  this racial trait gains a +2 racial bonus to CMD to 
  escape a grapple or to avoid a bull rush attempt 
  when performed by creatures larger than 
  themselves. The goblin also receives a +1 bonus 
  to Reflex saves to avoid trample attacks from 
  
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  larger opponents. This replaces the skilled racial 
  trait. 
     Superstitious: Goblins fear magic. A goblin 
  with this racial trait gains a +1 bonus to saves 
  against spells and spell-like abilities. This 
  replaces the skilled racial trait. 
      
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a goblin has the option of choosing from a 
  number of other bonuses, depending upon his 
  favored class. The following options are 
  available to all goblins 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 an alchemist can create. 
     Barbarian: Add a +1/2 bonus to trap sense or 
  +1/3 to the bonus from the superstitious rage 
  power. 
     Cavalier: Add +1/4 to the cavalier’s banner 
  bonus. 
     Fighter: Add +1 to the fighter’s CMD when 
  resisting a grapple or trip. 
     Oracle: Treat the goblin’s level +1/2 higher for 
  the purpose of determining the effects of the 
  oracle’s curse ability. 
     Ranger: Select one of the ranger’s favored 
  enemies. Add a +1 bonus to Perception checks 
  against this favored enemy. 
     Rogue: Add +1/4 to damage from sneak 
  attacks. 
     Sorcerer: Select one bloodline power granted 
  at 1st level that is normally usable for 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 hit point to the 
  summoner’s eidolon. 
     Witch: Treat the goblin’s level as +1/2 higher 
  for the purpose of determining the effects of 
  the witch’s hex ability. 
   
   
  Hobgoblin 
  Lined up in formation, marching to war – that is 
  the popular image of hobgoblins. The 
  organized, militant race certainly presents a 
  unified front to its enemies, but hobgoblin 
  society encourages variety and difference 
  among its members. The culture values warriors 
  above all else, but hobgoblins understand 
  martial strength comes from adaptability and 
  variety. 
     The vast swath of hobgoblins become fighters. 
  However, a society as successful as the 
  hobgoblin nation requires individuals to 
  perform various roles. Though they disdain 
  magic as elven pollution, hobgoblins are not 
  nearly as foolish to reject its battlefield 
  application. A fascination with strategy, siege 
  engines and alchemical products also means 
  some hobgoblins prefer the wider view of battle 
  rather than the clash of soldiers. These 
  hobgoblins might have different racial traits 
  than those raised in a more conventional tribe. 
   
  Hobgoblin Adventurers 
  Hobgoblins who choose to become adventurers 
  tend to be fighters and cavaliers. An emphasis 
  on combat also means hobgoblin society 
  tolerates barbarians and rangers as long as they 
  follow orders. However, all individuals are 
  judged on how much they contribute to the 
  hobgoblin war effort. 
     Alchemist: Unassociated with elven magic, yet 
  able to produce the same results, hobgoblin 
  alchemists are considered an invaluable asset to 
  the tribes. 
     Barbarian: While a hobgoblin barbarian might 
  seem a natural fit, the inability of the barbarian 
  to fight in formation or follow orders keeps 
  them from being fully accepted. Hobgoblins 
  consider tribes composed mainly of barbarians 
  as inferior. 
     Bard: War-chants and epic poems form the 
  hobgoblin bard’s repertoire. Hobgoblin bards 
  support troops in combat and inspire leaders to 
  feats of daring. 
     Cavalier: Mounted on horses or more exotic 
  beasts, banners snapping in the wind, the 
  charge of hobgoblin cavaliers often breaks an 
  
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  enemy’s morale even before combat is joined. 
     Cleric: While hobgoblins disdain arcane magic, 
  the war priest earns great respect. Most 
  hobgoblin clerics fight on the front lines and 
  worship gods with the domains of Destruction, 
  Strength, and War. 
     Druid: The nature priest’s role is not militant 
  enough for most hobgoblins. Those who do 
  become druids often take a ferocious animal 
  companion such as war dog or fighting cat. 
     Fighter: Hobgoblin fighters take roles based 
  on tactical needs. Some specialize in pike-
  fighting, others archery, still others charge into 
  combat alongside cavaliers. Hobgoblin leaders 
  are fighters as are their most revered 
  champions. 
     Inquisitor: The hobgoblin inquisitor maintains 
  order in the tribe, ferreting out those who 
  might secretly practice arcane magic or neglect 
  to work for the greater good. 
     Monk: Though not front-line combatants, 
  many goblins feel a strong pull to the role of 
  monk. The order and discipline the class 
  requires satisfies a hobgoblin’s essential need to 
  control himself and his surroundings. 
     Oracle: Uncontrolled and random, hobgoblins 
  fear the forces an oracle channels. The 
  humanoids tolerate oracles only as long as they 
  benefit strategy with their gift of foresight. 
     Paladin: While hobgoblins share the paladin’s 
  sense of order, a hobgoblin paladin arises 
  infrequently. Those who do become paladins 
  find themselves at odds with the hobgoblin 
  subjugation of the weak and defenseless. 
     Ranger: An army needs skirmishers and 
  scouts. Hobgoblin rangers fulfill both roles and 
  also work as snipers during engagements. 
     Rogue: Victory sometimes hinges on 
  subterfuge. Hobgoblin rogues who remain in 
  the tribes employ their stealth as spies and 
  assassins. 
     Sorcerer: Hobgoblin sorcerers suffer most 
  drawbacks of hobgoblin society with none of 
  the privileges. Used for their magic on the 
  battlefield, they are still treated poorly because 
  of the elven taint that runs in their veins. 
     Summoner: As with all practitioners of arcane 
  magic, hobgoblins fear and disdain summoners. 
  The hobgoblin summoner’s eidolon often 
  resembles a miniature armored soldier. 
     Witch: By necessity (or just plain survival) the 
  hobgoblin witch usually retreats to an isolated 
  spot in the wilderness where she can practice 
  her calling without fear of retribution from her 
  kin. 
     Wizard: Sometimes the natural intellectual 
  curiosity of a hobgoblin overcomes his fear of 
  arcane magic. A hobgoblin wizard must 
  constantly prove his usefulness in order to 
  maintain any measure of standing or respect 
  among his kind. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing hobgoblin racial traits. 
  Consult your GM before selecting any of these 
  new options. 
   
     Bully: Among the rank-and-file, personal 
  ferocity establishes pecking order. A goblin with 
  this racial trait gains a +4 racial bonus to 
  Intimidate checks. This replaces the sneaky 
  racial trait. 
     Ferocious: Hobgoblins love to fight. A 
  hobgoblin with this racial trait gains the ferocity 
  special ability. This replaces the sneaky racial 
  trait. 
     Racial Enmity: Hobgoblins hate all creatures 
  equally. A hobgoblin with this racial trait selects 
  one humanoid creature type. He gains a +1 
  bonus to attack rolls against humanoid 
  creatures of that type due to special training. 
  This replaces the sneaky racial trait. 
     Siege Engineer: Hobgoblins constantly tinker 
  with ways to make their armies more effective. 
  A hobgoblin with this racial trait gains a +2 
  racial bonus to Craft (alchemy) and Knowledge 
  (engineering) checks. This replaces the sneaky 
  racial trait. 
     Skilled: The best weapons are the ones a 
  warrior makes himself. Hobgoblins with this 
  racial trait gain a +2 racial bonus on Craft (bows) 
  and Craft (weapons). Both skills are class skills 
  for the hobgoblin. This replaces the sneaky 
  racial trait. 
     Skirmisher: Hobgoblins develop speed to 
  
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  quickly close with the enemy. A hobgoblin with 
  this racial trait adds 5 ft. to his speed. This 
  replaces the sneaky racial trait. 
     Surface Dweller: Unlike their goblin cousins, 
  hobgoblins do not mind sunlight. A hobgoblin 
  with this racial trait gains low-light vision. This 
  replaces the hobgoblin’s darkvision racial trait. 
     Tactician: Hobgoblins approach the study of 
  tactics with a single-minded devotion. A 
  hobgoblin with this racial trait gains a +1 dodge 
  bonus to AC. This replaces the sneaky racial 
  trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a hobgoblin has the option of choosing 
  from a number of other bonuses, depending 
  upon his favored class. 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 an alchemist can create. 
     Barbarian: Add 1 ft. to the hobgoblin’s speed. 
  In combat this has no effect unless the 
  hobgoblin has selected this reward 5 times (or 
  another increment of 5); a speed of 34 feet is 
  effectively the same as a speed of 30 feet. This 
  bonus stacks with the class’s fast movement 
  and applies only under the same conditions as 
  that ability. 
     Cavalier: Add +1/4 to the number of daily uses 
  of the hobgoblin’s tactician ability. 
     Cleric: Add +1 point when channeling positive 
  energy to heal other creatures. 
     Fighter: Add a +1/4 to the fighter’s bravery 
  ability. 
     Inquisitor: Add +1 on Intimidate checks. 
     Monk: Add +1/2 ki points to the monk’s ki 
  pool. 
     Ranger: Add a +1/2 bonus to damage to 
  ranged attacks made at long range. 
     Rogue: Add a +1/6 rogue talent. 
     Wizard: Choose one evocation spell. Add +1/2 
  to this spell’s damage. 
  Kobold 
  Kobolds combine the worst aspects of the 
  goblin race with an outsized belief in their own 
  superiority. While goblins might suffer under 
  the heels of stronger creatures, on some level 
  they believe their very “goblin-ness” warrants 
  poor treatment. Kobolds view the situation in 
  reverse, and wait for the day when they will 
  take out their racial frustrations on other 
  creatures, all under the protective eyes of the 
  dragons from whom they believe their kind 
  descends. 
     Prolific to the point of overpopulation, kobold 
  tribes can’t but help produce individuals who 
  differ from the normal swarming masses. A few 
  stand out for their bravery and aggressiveness, 
  while others mysteriously receive the gift of an 
  advanced intellect. As scions of dragons, 
  kobolds inherit magical traits that can’t be 
  explained otherwise. Any and all of these 
  kobolds might have different racial traits than 
  the typical grovelling schemer kobold. 
   
  Kobold Adventurers 
  Kobolds who choose to become adventurers 
  tend to be rogues or sorcerers, though as 
  tinkerers and craftsman, kobolds also take on 
  roles such as alchemist and bards. 
   
     Alchemist: One way kobolds attempt to 
  emulate their dragon cousins is through the 
  production of explosive substances. For this 
  reason kobold alchemists command great 
  respect. 
     Barbarian: Though kobolds are cowardly as a 
  rule, kobold barbarians have something to 
  prove. They believe their fury in combat is the 
  only way to negate their size disadvantage. 
     Bard: Kobolds console themselves with songs 
  and tales about their unrecognized greatness. 
  All kobold bards can recite the epic poem 
  describing their race’s coming resurgence. 
    Cavalier: Most kobold cavaliers ride tunnel 
  scavengers into battle. Their banners display 
  dragon images. 
    Cleric: The cleric kobold preaches the dogma 
  of superiority. Kobold clerics must constantly 
  remind the tribes of the coming day when they 
  
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  will rule the underdark, instead of those nasty 
  dwarves and gnomes. 
     Druid: Lizards, rats and snakes live openly 
  with kobolds in mutually beneficial 
  relationships. Kobolds who take up the druid 
  role form strong bonds with these creatures. 
     Fighter: While cowards may rule roost, even 
  kobolds need defenders. A kobold fighter works 
  best when operating information with his 
  comrades. 
     Inquisitor: As a race more culturally unified 
  than most, kobolds do not often require 
  inquisitors for internal matters. Kobold 
  inquisitors shield their kin from outside harm, 
  and revel in tormenting those they view as 
  enemies of their people. 
      Monk: Their lack of physical strength makes it 
  hard for a kobold to become an effective monk. 
  Those who do find a monastery or master 
  willing to train them employ their skills as 
  scouts and skirmishers. 
     Oracle: Belief in a greater destiny keeps most 
  kobolds from sinking into permanent despair. 
  Hence, oracles play an important role in kobold 
  society. 
     Paladin: Kobold paladins do not get along with 
  their tribe-mates. Their devotion to order puts 
  them at odds with the chaotic nature of kobold 
  society. 
     Ranger: The tunnels and caverns of the under-
  earth are filled with dangerous creatures. 
  Kobold rangers spend their careers hunting and 
  trapping these monsters. 
     Rogue: Kobolds become rogues as a matter of 
  course. Kobold rogues focus on trap making and 
  get really good at sneak attacks against victims 
  caught in their devices. 
     Sorcerer: If kobolds needed any more proof of 
  their supposed greatness, the sorcerer role is it. 
  Kobold sorcerers almost always evidence the 
  draconic bloodlines, but as subterranean 
  dwellers they also sometimes manifest the 
  aberrant bloodline. 
     Summoner: Convinced of their superiority, 
  kobolds find it natural that eidolons serve at 
  their call and whim. The eidolons of kobold 
  summoners always appear as dragons. 
     Witch: Willing to take any role for increased 
  power, kobolds readily make pacts with 
  anything that promises to do so. Kobold witches 
  form pacts with reptilian familiars such as cave 
  lizards. 
     Wizard: Fluent in draconic, kobolds find it 
  easy to take up the formal study of magic. 
  Kobold wizards are revered for their ability to 
  preserve a tradition kobolds believe should be 
  theirs alone. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing kobold racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Dexterous: Little hands and quick reflexes 
  make kobolds skilled mechanics and thieves. A 
  kobold with this racial trait gains a +2 racial 
  bonus to Craft (trapmaking), Disable Device and 
  Sleight of Hand checks. Craft (trapmaking) and 
  Disable Device are always class skills for a 
  kobold. This replaces the crafty racial trait. 
     Dragon Resistance: Kobolds are related to 
  dragons. A kobold with this racial trait gains 
  resistance of 5 to one of the following: acid, 
  cold, electricity or fire. This replaces the natural 
  armor racial trait. 
     Dragon Shaman: Kobolds revere dragons as 
  gods. A kobold with this racial trait gains a +2 
  racial bonus to Knowledge (arcana), Knowledge 
  (history) and Knowledge (religion) checks. This 
  replaces the crafty racial trait. 
     Giant Killer: Kobolds know how to fight big 
  creatures. A kobold with this racial trait gains a 
  +2 bonus to attack rolls and a +2 dodge bonus 
  to AC when fighting larger creatures. This 
  replaces the crafty racial trait. 
     Horde Fighter: Kobolds don’t fight fair. They 
  attack in swarms. A kobold with this racial trait 
  gains a +4 bonus to hit in melee combat when 
  flanking an opponent. This replaces the crafty 
  racial trait. 
     Survivor: Kobolds are hardier than they 
  appear. A kobold with this racial trait does not 
  count his racial penalty to Constitution when 
  calculating his Fort save bonus or his bonus (or 
  penalty) to Constitution checks. This replaces 
  
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  the crafty racial trait. 
     Trap Master: Kobolds know how to make 
  good traps. A kobold with this racial trait gains a 
  +4 racial bonus to Craft (trapmaking) and always 
  adds a +2 to the DCs of a trap he makes. Craft 
  (trapmaking) is always a class skill for a kobold. 
  This replaces the crafty racial trait. 
     Tunnel Crawler: Kobolds move easily move 
  through tight spaces. A kobold with this racial 
  trait gains a +2 racial bonus to Escape Artist, 
  Knowledge (dungeoneering) and Profession 
  (miner) checks. This replaces the crafty racial 
  trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a kobold has the option of choosing from 
  a number of other bonuses, depending upon his 
  favored class. 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 an alchemist can create. 
     Barbarian: Add +1/4 damage against Medium 
  or larger creatures while raging. 
     Cleric: Select one domain power granted at 
  1st level that is normally usable for 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 bloodline power. 
     Druid: Add +1/2 bonus to Handle Animal and 
  Knowledge (nature) checks. 
     Fighter: Add a +1/4 bonus to natural AC to a 
  maximum of +4. 
     Oracle: Add a +1/2 bonus to Knowledge 
  (arcana) and Knowledge (history) checks. 
     Ranger: Add a +1/2 bonus to attacks granted 
  to hunting companions with the ranger’s 
  hunter’s bond ability. 
     Rogue: Add a +1/2 bonus to Craft 
  (trapmaking) and Disable Device checks to 
  disarm traps. 
  Sorcerer: Add +1/4 damage to any spell with 
  the same energy descriptor as the kobold’s 
  dragon bloodline. 
     Summoner: Add +1 hit point to the 
  summoner’s eidolon. 
     Witch: Treat the kobold’s level as +1/2 higher 
  for the purpose of determining the effects of 
  the witch’s hex ability. 
     Wizard: Prepare 1/3 additional spell per day 
  as long as it has the following descriptor: acid, 
  cold, electricity or fire. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  This kobold is outfitted to act as a lure for the 
  tallfolk adventurers. 
  
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  Tengu 
  Considered thieves and parasites, tengu often 
  find themselves on the outside of society. While 
  this prejudice usually prompts tengu to become 
  thieves, assassins and thugs, just as many 
  honorable tengu exist as dishonest tengu. A 
  tengu’s innate talents encourage them to take 
  up the barbarian, fighter and rogue classes, but 
  they also favor cleric, ranger and oracle. A 
  tengu’s facility with languages also makes them 
  natural bards. 
     Not all tengu live the lives of outcasts. In their 
  native land, the tengu enjoy a complex, 
  sophisticated cultural tradition. Magic strongly 
  courses through a few tengu families, and other 
  tengu descend from a line of scholars charged 
  with preserving the history of the enigmatic bird 
  men. These tengu might have different racial 
  traits than those of the most common tengu. 
   
  Tengu Adventurers 
  Tengu adventurers tend to be bards and rogues. 
  Their skill with swords also leads them to 
  careers as fighters.  Tengu clerics maintain the 
  morale of the shunned race, especially among 
  tengu communities living in exile. Those tengu 
  in the home nation often also become druids, as 
  these tengu live in wild, mountainous areas. 
  There also exists a monastic tradition in tengu 
  society. 
   
     Alchemist: A tengu tradition claims the race 
  invented alchemy. Tengu alchemists focus on 
  mutagens. 
     Barbarian: The untamed, mountainous home 
  of the tengu means isolated flocks produce 
  barbarians who can survive the rigors of the 
  wild. These tengu have the greatest problems 
  adjusting to the mores of civilized folk, even 
  other tengu. 
     Bard: The ability to mimic voices and sounds 
  make tengu popular storytellers. Their strange 
  but comedic appearance also makes them great 
  actors. Bard tengu find it easy to make a living, 
  but not as easy to find acceptance. 
     Cavalier: While tengu do not traditionally ride 
  beasts of burden, a few do eventually tame and 
  employ giant eagles and griffins. 
     Cleric: Mountaintops are natural places for 
  prayer. The tengu possess a strong religious 
  tradition and revere their priests and holy men. 
     Druid: Even though their appearance makes 
  other races assume tengu possess a close bond 
  to nature, tengu rarely become druids. Those 
  who do take up the role spend their time alone 
  on the mountaintops watching over the great 
  birds that roost there. 
     Fighter: The martial tradition runs strong in 
  tengu. The bird-men can always find work as 
  guards, soldiers or fencing instructors. 
     Inquisitor: Since tengu face threats from 
  outside – superstitious humans, hostile beasts – 
  tengu inquisitors find themselves defending the 
  flocks rather than rooting out traitors. 
     Monk: A few tengu devote themselves to the 
  way of the sword. These tengu retreat to a 
  monastery where they can spend their waking 
  hours in the martial tradition’s study. 
     Oracle:  Other races consider the tengu 
  harbinger birds. This is not far from the truth. 
  Tengu rely on oracles for advice, and consider 
  their oracles an important aspect of their 
  society. 
     Paladin: Despite their generally haphazard 
  nature, a few tengu find a calling with the gods 
  of order and protection. A tengu’s skill with 
  blades makes them ideal defenders of their 
  people. 
     Ranger: The tengu ranger most often spends 
  his time hunting the intelligent creatures that 
  would see his comrades exterminated. Tengu 
  rangers form bonds with other hunting 
  companions rather than an animal. 
     Rogue: Those tengu who choose the rogue 
  class focus on petty theft, burglary and con 
  games. A rare few become assassins. 
     Sorcerer: The mysterious bird-men of the 
  mountains possess a strong magical tradition. 
  Tengu believe their sorcerers stem from a 
  purer, nobler bloodline when their race had 
  wings and could fly. 
     Summoner: Tengu, so accustomed to hostility, 
  never turn down an ally no matter how strange. 
  Summoners create valuable allies for the tengu 
  flocks. Most eidolons take avian appearances. 
  
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     Witch: Like the summoner, witch tengu view 
  their ability to draw power from a familiar as a 
  way to gain a valuable ally in a world filled with 
  enemies. 
     Wizard: Among the enduring tengu cultural 
  traditions, the formal study of arcane magic 
  ranks almost as high as the pursuit of 
  swordsmanship. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing tengu racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Blade Expert: The love of steel blades 
  develops a critical eye in the tengu. A tengu 
  with this racial trait gains a +2 racial bonus on 
  Appraise checks for bladed weapons and can 
  determine a bladed weapon’s magic properties 
  (if any) when he exceeds the appraise check by 
  10 more. This replaces the gifted linguist racial 
  trait. 
     Blade Master: Some tengu continue the study 
  of the blades past mere competence. A tengu 
  with this racial trait gains a +2 bonus to critical 
  hit damage when wielding one of the weapons 
  for which he possesses proficiency from the 
  swordtrained racial trait. This replaces the 
  sneaky racial trait. 
     Cliff Dweller: Tengu prefer the safety of 
  heights when setting up a home. A tengu with 
  this racial trait gains a +2 racial bonus to 
  Acrobatics and Climb checks. This replaces the 
  sneaky racial trait. 
     Keen Eyesight: Gazing into the depths or the 
  heights of the tengu’s mountain develops the 
  ability to better judge distance. A tengu with 
  this racial trait takes only half the range penalty 
  for thrown weapons. This replaces the 
  swordtrained racial trait. 
     Talons: Tengu sometimes grow feet 
  reminiscent of a bird’s claws. A tengu with this 
  racial trait possess a claw natural attack that 
  inflicts 1d3 points of damage on a hit. This is a 
  primary attack, or a secondary attack if the 
  tengu wields a manufactured weapon. This 
  replaces the tengu’s normal bite attack. 
     Thief: Tengu with this racial trait epitomize 
  the basic stereotypes of their race, and gain a 
  +4 racial bonus on Sleight-of-Hand checks. This 
  replaces the gifted linguist racial trait. 
     Vestigial Wings: A few tengu hark back to a 
  time when their race could fly. A tengu with this 
  racial trait has large feathers under his arms. He 
  gains a +2 racial bonus to Acrobatics checks 
  when jumping and deducts 10 ft. from any fall 
  for which he takes damage. He only gains these 
  bonuses when wearing light or no armor and 
  not under a heavy load. This racial trait replaces 
  the bite natural attack. 
     Voice Thrower: A tengu’s ability to play tricks 
  with its voice is renowned. A tengu with this 
  racial trait can use ventriloquism three times 
  per day as a spell-like ability using his total 
  character level as his caster level. This replaces 
  the gifted linguist racial trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a tengu has the option of choosing from a 
  number of other bonuses, depending upon his 
  favored class. The following options are 
  available to all tengu who have the listed 
  favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored 
  class reward. 
   
     Barbarian: Add a +1/2 bonus to trap sense or 
  +1/3 rounds to the duration of the guarded 
  stance rage power. 
     Bard: Add 1 to the total number of rounds to 
  the tengu’s performance. 
    Cleric: Select one domain power granted at 1st 
  level that is normally usable for 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 bloodline power. 
     Druid: Add +1 to wild empathy checks to any 
  animal or magical beast with a fly speed or the 
  air subtype. 
     Fighter: Chose a weapon from the following 
  list: bastard sword, dagger, elven curve blade, 
  falchion, greatsword, kukri, longsword, 
  punching dagger, rapier, scimitar, short sword, 
  
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  or two-bladed sword. Add a +1/2 circumstance 
  bonus on critical hit confirmation rolls with that 
  weapon (maximum bonus of +4). This bonus 
  does not stack with Critical Focus. 
     Oracle: Add one spell known from the oracle 
  spell list. This spell must be at least one level 
  below the highest spell the oracle can cast. 
     Paladin: Add +1 hp to the paladin’s lay on 
  hands ability when healing other tengu. 
      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 tengu gains +1/6 of a new rogue 
  talent. 
     Witch: Gain energy resistance 1 against cold 
  or electricity. Each time a witch selects this 
  reward, increase her resistance to one of these 
  energy types by 1 (maximum 10 for any one 
  type). 
     Wizard: Add +1 bonus to concentration checks 
  when casting spells with a verbal component. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Tiefling 
  Cursed from birth with an appearance that 
  marks an infernal heritage, tieflings often 
  assume the role they are assigned by others 
  without truly deciding on the person they want 
  to be. Most become evil because they think 
  they have no other choice, believing heritage is 
  destiny. While the fiendish blood that grants a 
  tiefling his or her powers makes it natural for 
  them to become a thief or sorcerer, not all 
  tieflings stem from the same fiend. Differences 
  occur. Devils and demons certainly consider 
  themselves separate species. 
     The dark gift demonstrates in many ways. 
  Some tieflings might burn with an inner fire that 
  makes them a terror in combat. Others may 
  entirely reject their heritage and spend a 
  lifetime as clerics or paladins attempting to 
  atone for their inherently evil nature. As 
  outcasts, some tieflings find more acceptance 
  and peace in the wild, living among animals. 
  These tieflings might have different racial traits 
  than the most common demon children. 
   
  Tiefling Adventurers 
  Though most tieflings who choose to become 
  adventurers tend to be rogues or sorcerers, 
  some tieflings possess gifts more suitable to 
  other roles.  Tieflings may take up any class they 
  choose. 
   
     Alchemist: Manipulation of caustic substances 
  and liquids seems right up a tiefling’s alley. 
  Though it might reinforce the belief he is an 
  unrepentant spawn of an infernal being, a 
  tiefling alchemist often finds great success. 
     Barbarian: Life as outcasts makes tieflings 
  bitter. Some release pent up anger in a blazing, 
  berserk fury. Others loathe their heritage so 
  much they take it out on other creatures. 
     Bard: In most cases the shifty, bitter tiefling 
  makes a poor bard. His appearance detracts 
  from artistic performances. Most bard tieflings 
  use their powers of charm and distraction to 
  steal or betray others. 
     Cavalier: The lack of a unified culture means a 
  tiefling must find his own cause to champion or 
  embrace the cause of his parent. Tieflings who 
  
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  do so become champions of evil and darkness. 
     Cleric: Tieflings readily become clerics. Some 
  recruit worshippers for his or her outsider 
  parent. A good cleric tiefling lives to resist the 
  machinations of evil, knowing it firsthand. 
     Druid: No tiefling takes to the natural world 
  readily, but those who do often find among the 
  flora and fauna peace denied to them in 
  civilized society. 
     Fighter: With his natural resistances and quick 
  reflexes the tiefling makes a good fighter. They 
  run the gamut from daring swashbucklers to 
  amoral mercenaries. 
     Inquisitor: A drive exists among tieflings to 
  never allow what happened to them happen to 
  another. This means tielfing inquisitors either 
  hunt outsiders who spread their corruption or 
  those mortals who torment and kill tieflings. 
     Monk: Preternatural reflexes benefit any 
  tiefling choosing the monastic path. 
  Unfortunately, the abilities a monk develops 
  coupled with tiefling traits make for a potent 
  assassin. 
     Oracle: Tieflings rarely choose the oracle’s 
  path. Every day they are reminded of the 
  chances of fate, and prefer to carve their own 
  path, not one dictated by the gods, devils or 
  whims of circumstance. 
     Paladin: While the idea of the paladin tiefling 
  seems ludicrous, the role exerts a powerful 
  draw to the fiendish-born. Championing the 
  cause of abused tieflings allows the paladin a 
  measure of peace for an early life spent 
  cowering in fear. 
     Ranger: The tiefling makes an ideal ranger. 
  They hunt outsiders, evil or good, depending on 
  the grudge (or lack thereof) they hold against 
  their parent. 
     Rogue: Tiefling who take the role of the rogue 
  most often specialize in high-profile robberies 
  that embarrass the rich and powerful. 
     Sorcerer: Despite an outsider heritage and 
  innate magical abilities, tieflings don’t choose 
  the role of sorcerer as often as it is assumed. 
  Those who become sorcerers almost universally 
  demonstrate abyssal or infernal bloodlines. 
     Summoner: Tieflings believe the bond 
  between a summoner and his eidolon as a 
  natural extension of their outsider heritage. 
  Most eidolons of tiefling summoners resemble 
  horned devils or fork-tailed demons 
     Witch: Since a tielfling is the very result of 
  strange, unknown forces, they are comfortable 
  channeling such powers. The witch’s role comes 
  easy to them. 
     Wizard: A tiefling takes readily to the formal 
  study of magic. 
   
  Alternate Racial Traits 
  The following racial traits might be selected 
  instead of existing tiefling racial traits. Consult 
  your GM before selecting any of these new 
  options. 
   
     Deceiver: The fallen are great prevaricators. A 
  tiefling with this racial trait can lie better than 
  most. He receives a +2 racial bonus on Bluff and 
  Diplomacy checks. This replaces the skilled 
  racial trait. 
      Devil’s Tail: The forked tongue of a fiend is 
  only matched by his barbed tail. A tiefling with 
  this racial trait can make an attack with a tail 
  that inflicts 1d3 points of damage on a hit. This 
  is a primary attack, or a secondary attack if the 
  tiefling wields a manufactured weapon. This 
  replaces the spell-like abilities racial trait. 
     Fiendish Anatomy: Something about a 
  tiefling’s internal organs just isn’t right. A 
  tiefling with this racial trait gains DR/-- equal to 
  his total character level against sneak attacks 
  and precision damage. This replaces the 
  fiendish resistance racial trait. 
     Fiendish Apprentice: A tiefling’s fiendish 
  parent is sometimes a powerful duke or lord. A 
  tiefling with this racial trait has a demonic or 
  devilish servant he can call for aid. Once per day 
  he may cast summon monster II as a spell-like 
  ability to summon a fiendish creature, with a 
  caster level equal to the tiefling’s class level. 
  This racial trait replaces the tiefling’s normal 
  spell-like abilities. 
     Fiendish Metabolism: The tiefling’s 
  metabolism and tissues work differently than 
  those born on the material plane. A tiefling with 
  this this racial trait gains a +2 racial bonus to 
  saves against disease and poison and spells and 
  
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  spell-like abilities with poisonous or disease 
  effects such as the contagion and poison spells. 
  This replaces the fiendish resistance racial trait. 
     Kin to Kind: The evil embodied in a tiefling 
  protects him from similar creatures. A tiefling 
  with this racial trait gains DR/-- equal to 1 + his 
  Constitution modifier against attacks from 
  creatures with the evil subtype. This replaces 
  the fiendish resistance racial trait. 
     Night Eyes: Darknesss is a tiefling’s natural 
  habitat. A tiefling with this racial trait gains a +4 
  racial bonus to Perception checks in dim or 
  darker lighting. This replaces the skilled racial 
  trait. 
     Scrying Foil: The tiefling’s connection to two 
  separate planes makes him harder to locate. A 
  tielfing with this racial trait gains a +4 racial 
  bonus to saves against divination spells. This 
  replaces the fiendish resistance racial trait. 
     Shadow Child: The tiefling carries shadows 
  wherever he walks. Once per day he can 
  envelop himself in swirling darkness that makes 
  it harder for opponents to hit him. He gains the 
  benefits of a blur spell with a caster level equal 
  to his character level. This replaces the normal 
  spell-like ability racial trait. 
     Spell Resistance: A tiefling possesses greater 
  magic resistance. A tiefling with this racial trait 
  gains spell-resistance equal to 10 + ½ his total 
  character level. This replaces the fiendish 
  resistance racial trait. 
   
  Favored Class Options 
  Instead of receiving an additional skill rank or 
  hit point whenever he gains a level in a favored 
  class, a tiefling has the option of choosing from 
  a number of other bonuses, depending upon his 
  favored class. 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 favored 
  class reward. 
     Barbarian: Gain energy resistance 1 against 
  cold, electricity or fire. Each time the barbarian 
  selects this reward, increase his resistance to 
  one of these energy types by 1 (maximum 10 
  for any one type). 
     Cleric: Add a +1 on caster level checks made 
  to overcome the spell resistance of good 
  outsiders. 
     Inquisitor: Add one spell known from the 
  inquisitor spell list. This spell must be at least 
  one level below the highest spell the inquisitor 
  can cast. 
     Paladin: Add +1/2 bonus to hit against targets 
  of the paladin’s smite evil ability. 
     Rogue: Add +1/6 of a new rogue talent. 
     Sorcerer: Select one abyssal or infernal 
  bloodline power granted at 1st level that is 
  normally usable for 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: Treat the summoner’s level as 1/3 
  higher for the purpose of determining his 
  eidolon’s base statistics. 
     Witch: Treat the tiefling’s level as +1/2 higher 
  for the purpose of determining the effects of 
  the witch’s hex ability. 
      Wizard: Add a +1/3 bonus to the save DCs of 
  spell’s with the darkness or evil descriptor. 
   
   
   
   
   
   
  
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  Additional Material 
  Instant Armor 
  School conjuration (creation) [force]; Level 
  cleric 2, paladin 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range personal 
  Target you 
  Duration 1 minute/level (D) 
  You instantly wrap your body in a suit of armor 
  made from opaque force. At your option, the 
  armor can be decorated with your religion’s 
  holy symbol in a prominent place, such as upon 
  the breastplate or helm. While it exists, this 
  armor replaces any garments or other sort of 
  armor worn, magical as well as mundane. You 
  lose access to, and all benefits from, armor 
  replaced by this spell until the spell ends and 
  the instant armor disappears. 
   
  Instant armor acts in all ways as armor typical of 
  its type (armor bonus, maximum Dexterity 
  bonus, arcane spell failure chance, and so on). 
  Since instant armor is made of force, 
  incorporeal creatures can’t bypass it the way 
  they do normal armor. The sort of armor you 
  can create with this spell depends on your 
  caster level. 
   
  Caster Level 
  Armor Created 
  5th or lower 
  Chainmail 
  6th-8th 
  Banded mail 
  9th-11th 
  Half-plate 
  12th or higher 
  Full plate 
   
  If you choose to create lesser armor than your 
  level allows you gain a +1 magical enhancement 
  bonus to the armor you do create for every type 
  of armor you pass over. For instance, if you 
  have the capacity to create full plate instant 
  armor you could instead choose to create +1 
  half-plate, +2 banded mail, or +3 chainmail. You 
  cannot replace these bonuses with armor 
  special properties. 
   
  Karzerothrine (Drow Goddess) 
  Empress of the Web, Bitch of Fate, Loomqueen, 
  The Dark Mother 
  Symbol: A black spider on a silver web. 
  Alignment: Chaotic Evil 
  Governs: Torturers, drow nobility 
  Domains: Chaos, Evil, Darkness, Trickery 
  Subdomains: Deception, Demon 
  Favored Animals: Giant black widow 
  Favoured Weapons: Heavy flail 
  Karzerothrine is a feminine deity, but one 
  focused on the darker aspects of motherhood – 
  vengeful protectiveness, a controlling nature, 
  and obscene fecundity. Karzerothrine will 
  destroy anyone who trifles with her children, 
  but she has no compunction about annihilating 
  any of her children who step out of line, either. 
  After all, there are always other children, other 
  worshipers, other slaves to nurture and enslave. 
  In her nurturing aspect, Karzerothrine showers 
  her priestesses with gifts, purchasing their 
  loyalty with enhanced spellcasting abilities, 
  powerful hymns, and granted abilities. Her 
  demands are extreme, however, and all 
  priestesses must accept a Demonic Bond at 
  every third level. These bonds are sacred to the 
  priestesses and represent the ties to the 
  Empress of the Web, but none can deny their 
  often horrific effects and often debilitating 
  consequences of such bonds. 
  Men never serve Karzerothrine directly, she 
  disdains the masculine as weak and disgusting. 
  Though priestesses are allowed to take consorts 
  for breeding purposes, they are not allowed to 
  marry and serve for life. While priestesses are 
  required to forsake their noble heritage when 
  joining the temple, virtually no commoners are 
  ever brought into Karzerothrine’s clergy. The 
  bitch of fate wants her people respected and 
  feared, not sneered at by the haughty drow 
  royalty. 
  
  P a g e  | 24 
   
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  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
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  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
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  The Iconic Bestiary: Classics of Fantasy Copyright 2005, Lions Den Press;Author Ari Marmell 
  
  P a g e  | 25 
   
  Open Game Content: All text on pages 3 through 23. 
  Iron Cobra from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Philip Masters. 
  Marid from the Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Ian Livingstone and 
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  Open game content from The Quintessential Drow copyright 2003, Mongoose Publishing Ltd. 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
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  Unearthed Arcana Copyright 2004,Wizards of the Coast,Inc.;Authors Andy Collins,Jesse Decker,David Noonan,Rich Redman 
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  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie 
  Fiore. 
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Albie 
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  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. 
   
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Monstrous Races.pdf