|40 years||+4d6 years
1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||3 ft. 0 in.||+2d4 in.
(3 ft. 2 in. – 3 ft. 8 in.)
|35 lbs.||+(2d4 lbs.)
(37 – 43 lbs.)
|Female||2 ft. 10 in.||+2d4 in.
(3 ft. 0 in. – 3 ft. 6 in.)
|30 lbs.||+(2d4 lbs.)
(32 – 38 lbs.)
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.
Physical Description: Wayangs are short and lean, similar in stature to gnomes, though tending toward darker, more muted colorations. Their features are sharp, and their skin tones range from shades of twilight plum and dark gray to depthless black. Most undergo ritual scarification and tattooing from a young age.
Society: Forming small, tightly knit tribes, wayangs live a communal existence, sharing what they have with their friends and families. Their culture seems morbid to most outsiders, one that idealizes a shadowy state of non-being while demonizing the fierce clarity of light.
Relations: Most wayang tribes do their best to avoid the notice of others. To them, the hunting jaguar, the sharp-taloned hawk, and the greedy human are relentless co-conspirators, seeking to exploit, torment, and kill the wayangs. Only through their nimbleness and secretiveness have wayangs survived.
Alignment and Religion: Wayang culture guides its members toward neutrality; wayangs avoid the conflicts of others and seek the balance found in shadow, although they can be of any alignment.
Adventurers: Sometimes the folktales and warnings of wayang elders have the opposite of their intended effect, fascinating bold youths with stories of the countless creatures and brilliant worlds beyond their hidden communities.
Female Names: Clouei, Duskade, Ebnalli, Eclis, Shadni, Twilaka, Wahmisti
Male Names: Ballipho, Daratas, Glomintar, Oboskursuma, Shawarto, Umbrutari, Veilwar
- Ability Score Racial Traits: Wayang are nimble and cagey, but their perception of the world is clouded by shadows. They gain +2 Dexterity, +2 Intelligence, and –2 Wisdom.
- Type: Wayangs are humanoids with the wayang subtype.
- Size: Wayangs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on their CMB and to CMD, and a +4 size bonus on Stealth checks.
- Base Speed: Wayangs have a base speed of 20 feet.
- Languages: Wayangs begin play speaking Common and Wayang. Wayangs with high Intelligence scores can choose from the following: any human language, Abyssal, Aklo, Draconic, Goblin, Infernal, Nagaji, Samsaran, and Tengu. See the Linguistics skill page for more information about these languages.
- Shadow Resistance: Wayangs get a +2 racial bonus on saving throws against spells of the shadow subschool.
- Shadow Magic: Wayangs add +1 to the DC of any saving throws against 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 level. The DC for these spells is equal to 10 + the spell’s level + the wayang’s Charisma modifier.
- Darkvision: Wayangs can see in the dark up to 60 feet.
- Light and Dark (Su): 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 healing damage from negative energy. This ability lasts for 1 minute once activated.
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- 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
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Bard: 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.
- Oracle: 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.
- Sorcerer: Add +1/2 point of damage to any illusion spells of the shadow subschool cast by the sorcerer.
- Summoner: Add +1 skill rank to the summoner’s eidolon.
- Alchemist: Add +1/2 to the alchemist’s frost bomb damage. (Source JBE:SF:FCO)
- Barbarian Add a +1/2 bonus to the barbarian’s trap sense. (Source JBE:SF:FCO)
- Cavalier Add 5 feet to your mount’s darkvision (to a maximum of 30 feet). If your mount does not have darkvision, the mount gains darkvision 5 feet. If the cavalier ever replaces his mount, the new mount gains this bonus to its darkvision distance. (Source JBE:SF:FCO)
- Cleric Add +1/4 to the character’s channel resistance. If the cleric does not possess channel resistance, add channel resistance +1/4. (Source JBE:SF:FCO)
- Druid Add +1/2 to the damage dealt by the druid’s animal companion’s natural attacks.(Source JBE:SF:FCO)
- Fighter Add +1 to the fighter’s CMD when resisting a dirty trick or steal attempt. (Source JBE:SF:FCO)
- Gunslinger Add a +1/4 bonus on attack rolls when using the pistol whip deed. (Source JBE:SF:FCO)
- Inquisitor Add a +1 bonus on concentration checks when casting inquisitor spells. (Source JBE:SF:FCO)
- Magus Add +1/2 point of cold damage to magus spells that deal cold damage. (Source JBE:SF:FCO)
- Monk Add a +1/6 bonus to the DC of a Stunning Fist attempt. (Source JBE:SF:FCO)
- Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (to a maximum bonus of +5). This bonus does not stack with Critical Focus. (Source JBE:SF:FCO)
- Ranger Add 5 feet to the ranger’s animal companion’s darkvision (to a maximum of 30 feet). If the animal companion does not have darkvision, the animal companion gains darkvision 5 feet. If the ranger ever replaces his animal companion, the new animal companion gains this bonus to its darkvision distance. (Source JBE:SF:FCO)
- Rogue Add +1 to the rogue’s CMD when resisting a disarm or steal attempt. (Source JBE:SF:FCO)
- Witch Add +5 feet to the witch’s familiar’s darkvision (to a maximum of +30 feet). If the familiar does not have darkvision, the familiar gains darkvision 5 feet. If the witch ever replaces her familiar, the new familiar gains this bonus to its darkvision distance. (Source JBE:SF:FCO)
- Wizard When casting wizard spells with the shadow descriptor, add +1/3 to the effective caster level of the spell. (Source JBE:SF:FCO)
The following racial archetype is available to wayangs:
The following feats are available to a wayang character who meets the prerequisites.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.