Wayang

Physical Description

Society

Relations

Alignment and Religion

Adventurers

Ethnicities


Languages


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Racial Traits


Standard Traits (10 CP)

  • Type: Wayangs are primanoids with the wayang subtype.
  • Size: Wayangs are Small creatures and thus gain -2 to Strength, +2 to Dexterity, -1 to Constitution, +1 size bonus to their DV, +1 size bonus on attack rolls, -1 penalty on combat maneuver checks and to CMD, +2 bonus on Fly checks, and +2 size bonus on Stealth checks, and their space is 1/4 sqr. (-2 CP)
  • Speed: Wayangs have a base speed of 20 feet.
  • Languages: Wayangs begin play knowing a regional Wayang language. Wayangs with high Intelligence scores can choose regional languages from the following: Elvish, Gnomish, Human, Vanaran, Vishkanyan, Wayang. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Shadow Resistance: Wayangs receive a racial bonus equal to half of their total Hit Dice on saving throws against spells and effects of the shadow subschool. (1 CP)

Feat and Skill Racial Traits

  • Lurker: Wayangs receive a racial bonus equal to their total Hit Dice on Perception and Stealth checks. (4 CP)

Magical Racial Traits

  • Shadow Magic: Wayangs add a racial bonus equal to half of their total Hit Dice to the DC of any saving throws against spells of the shadow subschool that they cast. They can also use the following spell-like abilities a number of times per day equal to their total Hit Dice: ghost sound, penumbra, and ventriloquism. They use their total HD as their caster level. (5 CP)

Senses Racial Traits

  • Darkvision: Wayangs can see perfectly in the dark for up to 60 feet. At 7th Hit Die, and every 7 HD after, this range increases by 30 feet. (2 CP)
  • Light Sensitivity: Wayangs are dazzled as long as they remain in an area of bright light or within the radius of a daylight spell. (-1 CP)

Other Racial Traits

  • Light and Dark: As a supernatural ability, wayangs can treat positive and negative energies as if they were an undead creature, taking damage from positive energy and healing damage from negative energy. Wayangs can use this ability a number of times per day equal to their total Hit Dice, and the ability lasts for 1 minute once activated. (1 CP)

Alternate Physical Traits

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Animate Shadow: Detaching your shadow and sending it to spy on your enemies (or friends) is a useful skill for those born of shadow. They gain Basic Magic Training in the Conjuration sphere as a bonus feat at 1st level. The companion’s free talent must be Shadow Creature (form) talent. The caster does not cast a shadow while this companion is summoned. This replaces shadow magic and shadow resistance.

Fated Fade: All wayangs are called to be dissolved into the shadow. On rare occasions the strength of a wayang soul begins to blur and distort the body that houses it as it tries to return to the greater darkness. Gain the Witchmarked general drawback and use your character level in place of caster level for calculating its penalties. Gain a bonus spell point at first level and an additional bonus spell point for every 3 character levels you possess. The bonus spell points granted by this racial trait may only be used for Darkness, Illusion or Protection sphere effects. You cannot select the Witchmarked general drawback if you ever gain a casting tradition. This replaces shadow resistance.

Shadow Specialist: Gain the Basic Magic Training feat, selecting either the Dark, Illusion or Protection sphere. This replaces the shadow magic racial trait.

Shadow Symbiosis: Believing they will one day return to the shadow from which they emerged, wayangs have an almost symbiotic relationship with the darkness. At 1st level they gain a +2 bonus to all saves against Dark sphere effects as well as spells of the shadow subschool, a +1 bonus to the DC of Dark sphere effects they cast, and Basic Magic Training feat in the Dark sphere. This replaces shadow resistance and shadow magic.

Cultural Traits

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Dissolution’s Child: Once per day, you may change your appearance to look as if you were little more than a 4-foot-tall area of shadow. Your physical form still exists and you are not incorporeal—only your appearance changes. This works like invisibility, except it only lasts 1 round per level (maximum 5 rounds). This is a supernatural ability. This racial trait replaces shadow magic.
In the Shadows: Many wayangs perform a variety of unusual roles and tasks in wayang society. They gain a +2 racial bonus on their choice of two of the following skills: Appraise, Bluff, Craft, Profession, and Sleight of Hand. This racial trait replaces lurker. Source PZO9280
Poison Minion (4 RP): Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance. Source PZO9466

Racial Feats


Feat Name Category/Type Prerequisites Benefit
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