Fetchling

For more information on all races, see: Races

Descended from humans trapped in the Shadowfell, 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 Shadowfell. 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 Shadowfell and possessing human blood commingled with that of the Shadowfell's natives, fetchlings have developed traits and abilities that complement their native plane's bleak and colorless terrain. Though most fetchlings treat the Shadowfell 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.

Basic Information

Anatomy

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.

Additional Information

Social Structure

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 in the Shadowfell, 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 environments of the Shadowfell 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 with.

Civilization and Culture

Naming Traditions

Male Names: Arim, Drosil, Jegan, Somar, Yetar, Zoka.   Female Names: Acera, Amelisce, Inva, Renza, Zaitherin.

Interspecies Relations and Assumptions

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.

Alternate Racial Traits

Replaces Low-Light Vision, Spell-Like Abilities

Umbral Escort

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.

Replaces Shadow Blending

Emissary

Rare fetchlings excel in the role of emissary between the Shadowfell 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.

Replaces Shadow Blending, Shadowy Resistance

Boundary Walker

Some fetchlings 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.

Replaces Skilled

Bound to Iolcus

Some fetchlings are from families that have fearfully avoided the Shadowfell, living on Iolcus 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 +2 racial bonus on Knowledge (Planes) checks from the Skilled racial trait, and alters the Native Outsider racial trait.

Deep Shadow Explorer

Fetchlings who widely explore the Shadowfell learn to confront fearsome things best left undescribed. Fetchlings with this racial trait gain a +2 racial bonus on all saves against fear effects. This racial trait replaces the Skilled racial trait.

Shadow Agent

Families of fetchlings make their livings serving as agents, diplomats, and spies mediating between humans and the powers of the Shadowfell. They gain a +2 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.

Whispers from Shadow

Fetchlings 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.

Replaces Spell-Like Abilities

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.

Recluse

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.

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 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.

Unnerving Gaze

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.

Favored Class Options

Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, fetchlings have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all fetchlings who have the listed favored class.

  • 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 in the Shadowfell.
  • 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.

Racial Traits

+2 Dexterity, +2 Charisma, –2 Wisdom
Fetchlings are quick and forceful, but often strange and easily distracted by errant thoughts.

Native Outsider
Fetchlings are outsiders with the native subtype.

Medium
Fetchlings are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed
Fetchlings have a base speed of 30 feet.

Darkvision
Fetchlings can see in the dark up to 60 feet.

Low-Light Vision
Fetchlings can see twice as far as humans in conditions of dim light.

Shadow Blending
Attacks against a fetchling in dim light have a 50% miss chance instead of the normal 20% miss chance. This ability does not grant total concealment; it just increases the miss chance.

Shadowy Resistance
Fetchlings have cold resistance 5 and electricity resistance 5.

Skilled
Fetchlings have a +2 racial bonus on Knowledge (Planes) and Stealth checks.

Spell-Like Abilities
A fetchling can use Disguise Self once per day as a spell-like ability. He can assume the form of any humanoid creature using this spell-like ability. When a fetchling reaches character 9th level in any combination of classes, he gains Shadow Walk (Self Only) as a spell-like ability usable once per day, and at 13th level, he gains Plane Shift (Self Only), to the Shadowfell or the Material Plane only, usable once per day. A fetchling’s caster level for these abilities is equal to his character level.

Languages
Fetchlings begin play speaking Common. Fetchlings with a high Intelligence scores can choose from the following languages: Aklo, Aquan, Auran, Draconic, Ignan, and Terran.

Average Lifespan
80 years

Average Height
5 ft. 0 in. – 6 ft. 6 in.

Average Weight
110 – 200 lbs.

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