Fetchlings (17 RP)
- +2 Dexterity, +2 Charisma, -2 Wisdom: Fetchlings are quick and forceful, but often strange and easily distracted easily by errant thoughts.
- Darkvision: Fetchlings see in the dark up to 60 feet.
- Low-Light Vision: Fetchlings can see twice as far as humans in conditions of dim light.
- Skilled: Fetchlings have a +2 racial bonus on Knowledge (planes) and Stealth checks.
- Shadow Blending: See above.
- Shadowy Resistance: Fetchlings have cold resistance 5 and electricity resistance 5.
- Spell-Like Abilities (Sp): A fetchling can use disguise self once per day as a spell-like ability. It can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches 9th level in any combination of classes, it gains shadow walk (self only) as a spell-like ability usable once per day, and at 13th level, it gains plane shift (self only, to the Plane of Shadow or the Material Plane only) usable once per day. A fetchling's caster level is equal to its total Hit Dice.
- Languages Fetchlings begin play speaking Common. A fetchling with a high Intelligence score can choose any of the following languages: Aklo, Aquan, Auran, Draconic, D'ziriak (understanding only, cannot speak), Ignan, Terran, and any regional human tongue.
Random Starting Age
Random Starting Height & Weight
|Gender ||Base Height ||Height Modifier ||Base Weight ||Weight Modifier |
||5 ft. 4 in.
||5 ft. 2 in.
Descended from humans trapped on the Shadow Plane, fetchlings are creatures
of darkness and light intertwined. Generations of contact with that strange
plane and its denizens have made fetchlings a race apart from humanity. While
fetchlings acknowledge their origins, they exhibit little physical or cultural
resemblance to their ancestors on the Material Plane, and are often insulted
when compared to humans. Some members of the race also take offense at the
name fetchling, as it was given to them by humans who saw them as little more
than fetchers of rare materials from the Shadow Plane. Most fetchlings instead
prefer to be called kayal, a word borrowed from Aklo that roughly translates
to 'shadow people' or 'dusk dwellers.' Infused with the essence of the Shadow
Plane and possessing human blood commingled with that of the Shadow Plane's
natives, fetchlings have developed traits and abilities that complement their
native plane's bleak and colorless terrain. Though most fetchlings treat the
Shadow Plane as home, they often trade and deal with creatures of the Material
Plane. Some fetchlings go so far as to create enclaves on the Material Plane
in order to establish alliances and trade routes in areas where the boundary
between the two planes is less distinct. These fetchlings often serve as merchants,
middlemen, and guides for races on both sides of the planar boundary.
Physical Description: Superficially, fetchlings resemble unnaturally
lithe—bordering on fragile—humans. Their adopted home has drained
their skin and hair of bright colors. Their complexion ranges from stark white
to deep black, and includes all the various shades of gray between those two
extremes. Their eyes are pupilless and pronounced, and they typically glow
a luminescent shade of yellow or greenish yellow, though rare individuals possess
blue-green eyes. While their hair tends to be stark white or pale gray, many
fetchlings dye their hair black. Some members of higher station or those who
dwell on the Material Plane dye their hair with more striking colors, often
favoring deep shades of violet, blue, and crimson.
Society: Fetchling are adaptable creatures, and as such display no
singular preference for moral philosophy or the rule of law. Most mimic the
cultural norms and governmental structures of those they live near or the creatures
they serve. While fetchlings are arguably the most populous race on the Shadow
Plane, they rarely rule over their own kind; most serve as vassals or subjects
to the great umbral dragons of their homeland, or the bizarre nihiloi who dwell
in the deeper darkness. Above all, fetchlings are survivors. Their tenacity,
versatility, and devious pragmatism have helped them survive the harsh environs
of the Shadow Plane and plots of the powerful creatures dwelling within it.
On the Material Plane, especially if unable to return to their home plane at
will, fetchlings tend to cluster in small, insular communities of their own
kind, mimicking the cultural norms and political structures of those they trade
Relations: Because of their shared ancestry, fetchlings interact most
easily with humans, though they also find kinship with gnomes and other races
that were cut off from their home planes or are not native to the Material
Plane. Their pragmatism and adaptable nature put them at odds with warlike
or destructive races, and when they do have to deal with orcs, goblinoids,
or other savage cultures, fetchlings will often play the part of the fawning
sycophant, a tactic learned from serving umbral dragons and one they see as
key to their race's survival. Strangely, their relationship with dwarves and
elves are rather strained. Dwarves find fetchlings duplicitous and creepy,
while the tension with elves is so subtle and inexplicable that both races
find it difficult to explain.
Alignment and Religion: Fetchlings—especially those living outside
the Shadow Plane—worship a wide variety of gods. On the Shadow Plane,
fetchlings primarily worship Desna and Zon-Kuthon, though while the former
is venerated, the latter is more placated than worshiped. A smaller number
of evil fetchlings worship demon lords of darkness and lust.
Adventurers: The Shadow Plane's ever-present hazards pose great danger
to fetchling adventurers, but also great opportunity. Because of their servile
status on their home plane, however, most fetchlings prefer to adventure on
the Material Plane, which often offers more freedom and trading opportunities
between the two planes. Fetchlings make excellent ninjas, oracles, rangers,
rogues, and summoners.
Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.
Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.
Alternate Racial Traits
The following racial traits may be selected instead of existing fetchling
racial traits. Consult your GM before selecting any of these new options.
- Bound to GolarionBlood of Shadows: Some Nidalese fetchlings are from families that have fearfully avoided the Shadow Plane, living on Golarion for generations. As a result, these fetchlings are closely tied to the Material Plane. Fetchlings with this racial trait count as outsiders with the native subtype and humanoids with the human subtype for any effect related to race, including feat prerequisites and spells that affect humanoids. They can pass for human without using the Disguise skill. This racial trait replaces the +1 racial bonus on Knowledge (planes) checks from the skilled racial trait, and alters the native outsider racial trait.
- Boundary WalkerBlood of Shadows: Fetchlings of Absalom and Shadow Absalom deftly navigate between the worlds of shadow and light. A fetchling with this racial trait gains spell resistance equal to 5 + his character level against spells and spell-like abilities with the light or shadow descriptors, as well as spells and spell-like abilities of the illusion (shadow) subschool. This racial trait replaces the shadow blending and shadowy resistance racial traits.
- Deep Shadow ExplorerBlood of Shadows: Fetchlings who widely explore the Shadow Plane learn to confront fearsome things best left undescribed. Fetchlings with this racial trait gain a +1 racial bonus on all saves against fear effects. This racial trait replaces the skilled racial trait.
- Emissary: Rare fetchlings excel in the role of emissary between the Shadow Plane and the Material Plane. Once per day, such a fetchling can roll twice when making a Bluff or Diplomacy check and take the better roll. This racial trait replaces shadow blending.
- Gloom Shimmer: Some fetchlings can manipulate shadowy energy in order to displace their location instead of transporting between shadows. Upon reaching 9th level, instead of gaining shadow walk as a spell-like ability, these fetchlings gain displacement as a spell-like ability usable twice per day. For this ability, a fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.
- Nidalese RecluseBlood of Shadows: Some fetchlings learn how to deflect unwanted attention. Fetchlings with this racial trait can use sanctuary once per day as a spell-like ability. When such a fetchling reaches 9th level in any combination of classes, he gains nondetection (self only) as a spell-like ability usable once per day, and at 13th level, he gains veil (self only) usable once per day. A fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the fetchling's spell-like abilities racial trait.
- Shadow AgentInner Sea Races: Families of fetchlings in Shadow Absalom and Nidal make their livings serving as agents, diplomats, and spies mediating between humans and the powers of the Plane of Shadow. They gain a +1 racial bonus on Bluff and Diplomacy checks. This racial trait replaces skilled.
- Shadow Magic: Fetchlings who spend their time studying the subtle magic of their adopted plane gain arcane insights on the use of shadow spells. These fetchlings gain a +1 racial bonus to the DC of any illusion (shadow) spells they cast. This racial trait replaces the skilled racial trait.
- Subtle Manipulator: Rather than taking on the forms of others, some fetchling are adept at destroying the memories of other creatures. Instead of gaining disguise self as a spell-like ability, such fetchlings can use memory lapse (Advanced Player's Guide 232) once per day as a spell-like ability. For this ability, a fetchling's caster level is equal to his total Hit Dice. This racial trait modifies the spell-like ability racial trait.
- Umbral EscortBlood of Shadows: Some fetchlings descend from talented planar travelers who dwelled in the dark places between worlds and could conduct others across the planes. A fetchling with this racial trait loses the disguise self spell-like ability, but his shadow walk and plane shift spell-like abilities need not affect himself only. This racial trait replaces the low-light vision racial trait and modifies the spell-like abilities racial trait.
- Unnerving GazeAgents of Evil: Some fetchlings gain an upsetting gaze attack that they can activate three times per day as a standard action, affecting all creatures within a 30-foot cone that can see. All creatures that meet the fetchling's unnerving gaze are shaken for 1 round (DC = 10 + 1/2 the fetchling's character level + her Charisma modifier; Will negates). When the fetchling reaches 9th level, her gaze instead causes creatures to be staggered.
When the fetchling reaches 13th level, her gaze instead causes creatures to be stunned. Unnerving gaze is a mind-affecting fear effect. This racial trait replaces the fetchling's spell-like abilities.
- Whispers from ShadowBlood of Shadows: Fetchlings from Absalom are known for wheeling and dealing from the city's shadows. A fetchling with this racial trait gains a +4 racial bonus on Bluff checks when he tells a lie and wants to convince an opponent that what he is saying is true. This racial trait replaces the skilled racial trait.
- World Walker: Fetchlings who have spent most of their lives on the Material Plane can become more acclimated to their new environments. Instead of gaining a +2 racial bonus on Knowledge (planes) checks, these fetchlings gain a +1 racial bonus on Knowledge (nature) and Knowledge (local) checks. This racial trait modifies the skilled racial trait.
Favored Class Options
The following options are available to all fetchlings who have the listed
favored class, and unless otherwise stated, the bonus applies each time you
select the favored class reward.
- Alchemist: Add +1 to Craft (alchemy) checks to craft poison and +1/4 to the DCs of poisons the alchemist creates.
- Arcanist: When the arcanist casts an illusion (shadow) spell that deals a percentage of its damage or effect against nonbelievers, increase this amount by 2% (to a maximum of 100%).
- Barbarian: Add +1 to either cold or electricity resistance while raging (maximum resistance 15 for either type).
- Bard: Add a +1 bonus on Disguise checks when using disguise self.
- Cleric: Add 1/2 point to negative energy damage dealt by channeling energy and inflict wounds spells.
- Druid: The druid's animal companion gains resistance 1 against either cold or electricity. Each time the druid selects this reward, he increases his animal companion's resistance to one of those energy types by 1 (maximum 10 for any one energy type). If the druid ever replaces his animal companion, the new animal companion gains these resistances.
- Fighter: Choose a slashing melee weapon. Add +1/2 to critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
- Gunslinger: Add 1/4 point to the gunslinger's grit.
- Hunter: The hunter's animal companion gains DR 1/ magic. Each additional time the hunter selects this benefit, the DR increases by +1/2 (maximum DR 10/magic). If the hunter ever replaces his animal companion, the new animal companion gains this DR.
- Inquisitor: Add a +1 bonus on Knowledge (planes) checks made to identify creatures.
- Magus: Add 1/4 point to the magus's arcane pool.
- Monk: Add a +1/2 bonus on Escape Artist and Stealth checks attempted while in dim light or darkness.
- Oracle: Treat the oracle's level as +1/3 higher for the purposes of determining which of its racial spell-like abilities it can use.
- Paladin: Add +1/4 to the morale bonus the paladin grants on allies' saving throws against fear effects.
- Ranger: Add a +1/2 bonus on Perception and Survival checks made on the Plane of Shadow.
- Rogue: Add a +1/2 bonus on Stealth and Sleight of Hand checks made while in dim light or darkness.
- Slayer: Add a +1/4 dodge bonus to Armor Class against the slayer's studied target.
- Sorcerer: Add +1/2 to either cold or electricity resistance (maximum resistance 10 for either type).
- Summoner: The summoner's eidolon gains resistance 1 against either cold or electricity. Each time the summoner selects this reward, he increases his eidolon's resistance to one of those energy types by 1 (maximum 10 for any one energy type).
- Wizard: Add one spell from the wizard spell list to wizard's spellbook. The spell must be at or below the highest level he can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
The following racial archetypes are available to fetchlings.
The following alchemical items either boost the strange physiology of fetchlings
or augment their abilities to manipulate shadow and darkness.
Fetchlings have access to the following feats.
Fetchlings have access to the following spells.