According to some fey ballads, gathlains were one of the first peoples awakened in the the primal realm of the fey. Gathlains grow from the seeds of an enormous magical tree—seeds that often drift for hundreds of miles before developing into adolescent gathlains, with the tree’s mistletoe grown into their flesh to form their strange wings. Despite being born with a basic understanding of their world, gathlains are inquisitive to a fault. They are known to be invaluable guides and knowledgeable explorers, if one can put up with their numerous questions and strange japes.
Physical Description: Wings of wood and vines grow out of the bodies of these lithesome fey. Gathlains prefer to wear a mix of clothing, with a base of natural materials like grass skirts or simply woven tunics combined with bits of finery gathered from a variety of sources.
Society: Gathlain society is built around art, discovery, experimentation, and storytelling. These fey constantly seek new ways to look at the world. Gathlain leaders are often popular explorers followed primarily as idols worth emulating and as sources of intriguing gossip. Although gathlains tend to engage in raucous romances born of melodramatic or fanciful encounters, they do not procreate conventionally from such pairings, even when the two happen to be of different physical sexes. Gathlains show little interest in gender, finding it quaint when other races use it as a basis for assigning roles or choosing partners.
Relations: Gathlains associate with a variety of other fey as freely as among their own kind. These mixed communities of fey are called courts and feature elaborate titles for those members deemed most interesting or most worthy of admiration. When a gathlain chooses to join a different community, it is generally a temporary membership, whether it lasts only a season or persists for decades. Adventuring gathlains frequently seek out and attempt to mingle with like-minded gnomes; however, gnomes often find gathlains too flighty, foolish, and undisciplined for their tastes.
Alignment and Religion: Mischievous and capricious, gathlains have discordant temperaments. Most are chaotic, and they tend to be morally neutral. The typical gathlain finds mortal religions strange; like many fey, they trade respect and token offerings to godlike fey in exchange for protection, but they see little difference between that and offerings to lesser kings and queens.
Adventurers: Gathlains strive to entertain themselves and sate their immense curiosity about the world around them, and those who decide to become adventurers often migrate to the Material Plane to explore. They favor spellcasting classes and skilled classes such as bard or rogue.
Names: Gathlains lack gender-specific names, but instead attempt to create unique names for each individual. Some examples are Agollia, Armath, Arnonwy, Brazial, Dwynnen, Eirgara, Finnath, Gummow, Inirha, Marcanth, Nirialu, Sollowy, Tiltiu, and Urhiod.
- Ability Score Modifiers: Gathlains are quick, with dynamic and engaging personalities, but are rather fragile. They gain a +2 bonus to Dexterity and Charisma but suffer a –2 penalty to Constitution.
- Type: Gathlains are Fey.
- Size: Gathlains are Small 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 CMD, a +2 bonus on Fly checks, and a +4 size bonus on Stealth checks.
- Speed: Gathlains have a base speed of 30 feet and a fly speed of 40 feet (poor maneuverability).
- Senses: Gathlains can see twice as far as humans in dim light.
- Languages: Gathlains speak Common and Sylvan. A gathlain with a high Intelligence score can choose from the following languages: Draconic, Elven, Goblin, Halfling, and Orc.
- Natural Armor: Gathlains have a +1 natural armor bonus.
- Spell-Like Abilities: 1/day—entangle, feather step (caster level equals the gathlain’s character level).
Alternate Racial Traits
- Body Thorns: Gathlains that mature in particularly hostile environments develop thorns on their vines to protect them from overeager herbivores. You are considered to be wearing masterwork armor spikes when not wearing armor or bulky clothing, and are proficient with armor spikes. These thorns can be sundered or destroyed as if they were a worn object (hardness 1, 5 hp), but grow back 1 week later. This racial trait replaces the spell-like abilities racial trait.
- Bower Born: Some gathlain sprout beautiful but delicate hibiscus flowers on their vines and emit a seductive pheromone. You gain a +2 racial bonus on Diplomacy and Handle Animal checks. This racial trait replaces natural armor.
- Flighty: Some gathlains are too easily distracted to miss anything going on around them. They gain Perception as a class skill and gain a +2 racial bonus on saving throws against patterns and effects that cause the fascinated condition. This replaces natural armor. Source PZO1140
- Honey Whisperer: Some gathlains keep bees of all sizes, collecting their honey and sometimes even riding the largest of them. They can use Handle Animal and wild empathy to influence vermin as if they were animals with an Intelligence score of 1. This replaces natural armor. Source PZO1140
- Intense Curiosity: Some gathlains habitually fixate on someone or something nearby and examine its every detail. When taking 20 on the check, they gain a +4 racial bonus on Perception and Survival checks to find and follow tracks and to predict the weather. This replaces spell-like abilities. Source PZO1140
- Nimbus of Vitality: Gathlains sometimes are able to channel life-giving energy. As a standard action once per day, they can surround themselves in an aura that affects them as faerie fire and grants fast healing 2. The nimbus lasts for 3 rounds plus 1 additional round per 2 character levels the gathlain possesses. This racial trait replaces the spell-like ability racial trait. Source PZO9280
- Otherworldly Gossip: Many gathlains excitedly share every last bit of gossip they can find. These gathlains gain a +2 racial bonus on Diplomacy checks to gather information and on checks with one Knowledge skill of the gathlain’s choice. Once the choice of Knowledge skill is made, it can’t be changed. This replaces spell-like abilities. Source PZO1140
- Photosynthetic Vision: Occasionally the tendrils of a gathlain’s symbiotic vines wrap around the gathlain’s face like a leafy mask. You gain a +2 racial bonus on Perception checks. Photosynthetic vision replaces low-light vision.
- Sticky Tendrils: When a gathlain seed finds itself taking root in an environment that warps and changes erratically, the resulting gathlain learns to cling tenaciously with its vines. You can cling to walls and even ceilings as long as the surface has handholds, and it is treated as being constantly under the effects of a non-magical spider climb spell (except that you may not cling to smooth surfaces). Your vines provide only the ability to glide rather than true flight; you take no damage from falling, as if subject to a constant non-magical feather fall spell. While in midair, you can move up to 5 feet horizontally for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with your wings, but instead coast in other directions as you fall. If subjected to strong winds or any other effect that causes you to rise, you can take advantage of this updraft to increase the distance you can glide. This racial trait replaces your fly speed.
- Symbiotic Imbalance: Occasionally the conditions for a gathlain seed’s growth heavily favor the plant portion of its body, causing more nutrients to go to the building of its vine wings and fewer to developing the gathlain’s legs. These gathlains have larger wings than normal. They have a base speed of 20 feet and a fly speed of 40 feet (average). This racial trait alters the gathlain’s speeds.
- Titled: Certain gathlains play at the games of courtly intrigue that dominate much of Fey World culture, assuming titles that other fey may or may not recognize. These gathlains treat Bluff, Diplomacy, and Knowledge (nobility) as class skills. This replaces the feather step spell-like ability. Source PZO1140
- Tree-Born: Some gathlains take after their tree ancestors, standing more firmly but moving more slowly. They have no Constitution penalty but have a base speed of 20 feet and a fly speed of 30 feet (clumsy maneuverability). This replaces the penalty to Constitution and alters speed. Source PZO1140
- Tree Dialect: A rare few gathlains are born with the knowledge of an ancient way of speech that allows them to communicate with trees. Once per day, they can cast speak with plants (trees only) as a spell-like ability with a caster level equal to the gathlain’s character level. This replaces spell-like abilities. Source PZO1140
Favored Class Options
The following options are available to all gathlains who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
- Alchemist Add 10 minutes to the duration of the alchemist’s mutagens.
- Barbarian: Add 1/4 to the barbarian’s damage reduction. If the barbarian would not otherwise have damage reduction, this damage reduction can be bypassed by cold iron. Source PZO1140
- Bard Add a +1/2 bonus on the bard’s Perform (comedy) checks.
- Bard: Add one spell from the druid spell list to the bard’s spell list and known spells. This spell must be at least 1 level lower than the highest-level spell the bard can cast. Source PZO1140
- Bloodrager: Add 1 additional round of bloodrage per day. Cavalier: Add a +1/2 bonus to the cavalier’s Knowledge (nature) and Knowledge (nobility) checks relating to fey courts and fey courtiers. Source PZO1140
- Druid: Add a +1/2 bonus to wild empathy checks. Source PZO1140
- Hunter: The hunter’s animal companion gains DR 1/cold iron. Each time the hunter gains another level, this DR increases by 1/3 (maximum DR 5/cold iron). If the hunter replaces this animal companion, the new companion gains this damage reduction. Source PZO1140
- Investigator Add a +1/3 bonus on inspiration rolls applied to Bluff and Knowledge checks.
- Kineticist Increase the amount of burn cost reduction when using the kineticist’s gather power ability by 1/6 point (the minimum burn cost of 0 still applies).
- Mesmerist Increase the number of mesmerist tricks the mesmerist can use per day by one-third.
- Oracle Add one spell known that is an enchantment spell from the sorcerer/wizard 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.
- Ranger: Add 1/4 to the damage dealt by the ranger’s animal companion’s natural attacks. Source PZO1140
- Rogue Add a +1/2 bonus on Stealth checks while in forests and swamps.
- Rogue: Add a +1/2 bonus to Bluff checks to pass secret messages or create a distraction to hide and on Sleight of Hands checks to pickpocket. Source PZO1140
- Shaman: Add one spell from the druid spell list to the shaman’s spell list. This spell must be at least 1 level lower than the highest-level spell the shaman can cast. Source PZO1140
- Skald: Add a +1/2 bonus to Acrobatics checks to avoid attacks of opportunity and to Perform checks while performing a raging song. Source PZO1140
- Sorcerer Choose a bloodline power from the fey or verdant bloodlines that the sorcerer can use. The sorcerer treats her class level as though it were 1/2 higher (to a maximum of +4) when determining the effects of that power.
- Summoner: Add 1/4 evolution point to the eidolon’s evolution pool. These bonus evolution points must be spent on evolutions that grant spell-like abilities or protect the eidolon from spells. Source PZO1140
- Witch: Add one spell from the druid spell list to the witch’s familiar. This spell must be at least one level below the highest spell level the witch can cast. If the familiar is ever replaced, the new familiar knows these bonus spells. Source PZO1140
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.