Core Races | Other Races


Wayangs

Source Inner Sea Races pg. 253, Advanced Race Guide pg. 210, Dragon Empires Primer pg. 6, Dragon Empires Gazetteer pg. 13, Bestiary 4 pg. 274
Monster Entry Link
The wayangs are a race of small supernatural humanoids who trace their ancestry to the Plane of Shadows. They are extremely gaunt, with pixielike stature and skin the color of deep shadow. Deeply spiritual, they follow a philosophy known as "The Dissolution," which teaches that in passing they may again merge into the shadow. They readily express their beliefs through ritual scarification and skin bleaching, marking their bodies with raised white dots in ornate spirals and geometric patterns. Shy and elusive, they live in small, interdependent tribes. Wayangs rarely associate with outsiders.

Wayang Racial Traits

+2 Dexterity, +2 Intelligence, –2 Wisdom: Wayangs are nimble and cagey, but their perception of the world is clouded by shadows.
Wayang: Wayangs are humanoids with the wayang subtype.
Small: Wayangs are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Wayangs have a base speed of 20 feet.
Darkvision: Wayangs can see in the dark up to 60 feet.
Light and Dark: Once per day as an immediate action, a wayang can treat positive and negative energy effects as if she were an undead creature, taking damage from positive energy and being healed of damage by negative energy. This ability lasts for 1 minute once activated.
Lurker: Wayangs gain a +2 racial bonus on Perception and Stealth checks.
Shadow Magic: Wayangs add 1 to the DC of any saving throws to resist spells of the shadow subschool that they cast. Wayangs with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, and ventriloquism. The caster level for these effects is equal to the wayang’s character level. The DCs of these spells are equal to 10 + the spell’s level + the wayang’s Charisma modifier.
Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following languages: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu.

Wayang Alternate Racial Traits

Replaces Light and Dark, Lurker, Shadow Resistance

Poison Minion
Source Blood of Shadows pg. 5
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.

Dwarves can take this trait in place of defensive training and hardy. Elves can take this trait in place of elven magic and weapon familiarity. Gnomes can take this trait in place of defensive training, gnome magic, and illusion resistance. Half-elves can take this trait in place of elven immunities and keen senses. Half-orcs can take this trait in place of orc ferocity and weapon familiarity. Humans can take this trait in place of skilled. Halfling physiology prevents them from taking this trait. Drow can take this trait in place of drow immunities, light blindness, spell resistance, and weapon familiarity. Wayangs can take this trait in place of light and dark, lurker, and shadow resistance.

Replaces Light and Dark, Shadow Resistance

Scion of Shadows
Source Blood of Shadows pg. 10
Some wayangs retain an uncommonly powerful connection to the Plane of Shadow. A wayang with this racial trait counts as an outsider (native) and a humanoid (wayang) for any effect related to race, including feat prerequisites and spells that affect humanoids. In addition, attacks made against such a wayang in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability doesn’t grant total concealment; it only increases the miss chance. This racial trait replaces light and dark and shadow resistance.

Replaces Lurker

In the Shadows
Source Inner Sea Races pg. 217
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.

Replaces Shadow Magic

Dissolution’s Child
Source Advanced Race Guide pg. 210
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.

Shadow Inheritor (Su)
Source Blood of Shadows pg. 10
Wayangs with exceptional ties to their shadowy heritage have great skill at manipulating shadows. A wayang with this trait treats his caster level as being 1 higher for all level-based calculations of illusion spells he casts with the darkness or shadowUM descriptor, powers of the Darkness domain, bloodline powers of the shadowAPG bloodline, and revelations of the oracle’s shadow mystery (see page 12). This trait doesn’t give wayangs early access to level-based powers; it affects their effective level only for powers they could already use without this trait. This racial trait replaces shadow magic.

Shadow Speaker (Su)
Source Blood of Shadows pg. 10
Countless whispers of powerful beings from the Shadow Plane—long since dead or deeply dreaming—echo in the minds of wayangs with strong spiritual connections to the darkness. These faint voices hint at revelations of things to come and suggest actions for receptive listeners to undertake. Three times per day as a free action, but no more than once per turn, a wayang with this racial trait can heed these uncanny whispers to gain a +2 insight bonus on an ability check, attack roll, caster level check, concentration check, saving throw, or skill check. The wayang must choose to use this ability before making the appropriate die roll. This racial trait replaces shadow magic.

Wayang Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, Wayangs have the option of choosing from a number of other bonuses, depending upon their favored class.

The following options are available to all Wayangs who have the listed favored class.

Barbarian (Blood of Shadows pg. 10): Add a +1/4 bonus to weapon damage rolls that the barbarian makes against opponents that are within dim light or darkness.
Bard (Advanced Race Guide pg. 210): Add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the bard can cast. The spell is treated as being one level higher, unless it is also on the bard spell list.
Cleric (Blood of Shadows pg. 10): Add a +1/2 bonus to damage rolls the cleric makes when using channel energy and casting spells that deal negative energy damage or positive energy damage, including cure and inflict spells. This bonus does not apply to healing via negative energy effects or positive energy effects.
Druid (Blood of Shadows pg. 11): Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. In addition, a druid that selects this bonus at 1st level can choose the Darkness domain with her natural bond ability.
Fighter (Blood of Shadows pg. 11): Add a +1/4 bonus on Stealth checks and on weapon damage rolls against flat-footed opponents.
Kineticist (Blood of Shadows pg. 11): Add 1/4 to the save DC of the kineticist’s void infusions and wild talents (Pathfinder Player Companion: Occult Origins 6).
Medium (Blood of Shadows pg. 11): When gaining a taboo, the medium can use spirit surge without incurring influence an additional 1/4 time per day.
Monk (Blood of Shadows pg. 11): Add 1/6 to the monk’s AC bonus.
Oracle (Advanced Race Guide pg. 210): Add one spell known from the wizard’s illusion school spell list. This spell must be at least one level below the highest spell level the oracle can cast. That spell is treated as one level higher unless it is also on the oracle spell list.
Paladin (Blood of Shadows pg. 11): Add 1/3 hit point to the paladin’s channel energy and lay on hands abilities (whether using it to heal or harm).
Ranger (Blood of Shadows pg. 11): Gain 1/6 of an additional favored terrain. Gaining a favored terrain in this manner does not increase the bonuses provided by his other favored terrains.
Rogue (Blood of Shadows pg. 11): The rogue gains 1/6 of a new rogue talent.
Shaman (Blood of Shadows pg. 11): Add one spell from the sorcerer/wizard spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Slayer (Blood of Shadows pg. 11): Add 1/4 to the studied target bonus on Bluff and Perception checks. When the slayer gains the stalker class feature, he also adds this amount to the studied target bonus on Stealth checks.
Sorcerer (Advanced Race Guide pg. 210): Add +1/2 point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
Spiritualist (Blood of Shadows pg. 11): Add 1/4 to the number of rounds that the spiritualist’s incorporeal phantom can be out of sight and line of effect before being sent back to the Ethereal Plane.
Summoner (Advanced Race Guide pg. 210): Add +1 skill rank to the summoner’s eidolon.
Witch (Blood of Shadows pg. 11): Add one spell from the sorcerer/wizard spell list that isn’t on the witch spell list to the list of spells the witch knows. This spell must be at least 1 level below the highest spell level the witch can cast and be of the illusion (shadow) subschool or have the darkness descriptor.
Wizard (Blood of Shadows pg. 11): Add one spell from the wizard spell list to the wizard’s spellbook. The spell must be an illusion spell of the shadow subschool or have the darkness descriptor.