Thursday, June 4, 2015

Races of Pathfinder: Syrinx

Syrinx
Syrinx are owl-people who live in cliff-side monastery cities.  They have an incredible 60 foot fly speed ... and not much else.  They are very similar to the Strix.

Racial Traits:
Ability Scores: +2 Wisdom and -2 Dexterity is probably the worst ability score distribution available.  Every class that uses Wisdom can make some use of Dexterity.  Well, at least they can fly!

Size: Medium - nothing special here. 

Speed: Syrinx move at 30 feet on land, and 60 feet in the air.  They have average flight.  This is the best feature of this race, and probably the best way to fly in the early levels.  Obviously at higher levels you'll be able to get the spell, but for a long time you'll be a naturalflier!

Languages: You only start with one language, Syrinx.  It's nothing a single point of Linguistics can't fix, but it's worth mentioning.

Nocturnal: +2 to Perception and Stealth is great, but it only takes effect in dim light or darkness.  Good thing you have dark vision.

Pride: +2 against mind-affecting effects is nice, but I'd far prefer something broader.  Still, mind-affecting effects are pretty common.

Speak with Avians: Speaking with birds is fun, flavorful, and useful.  Not only are bird great at scouting and reporting in, but you'll probably fight a bird or two in your career.

Darkvision & Low Light Vision: Darkvision is great, and it allows you to use your Nocturnal bonus better.  Low-Light vision is just icing.

Classes: 
The Strix's flight is good but +Wisdom/-Dexterity is a tough mold to fit.  For that reason, only the Empyreal Sorcerer gets blue ranking, and then only just.  Dexterity is important for Sorcerers too.
Some guys fit in green. As long as you stay away from ranged, the Cleric, Monk, Inquisitor, Ranger, and Druid all can make use of Wisdom.
Next is, well, everybody else.  These are guys who aren't going to be totally pleased with the Dexterity hit, but can make use of their other abilities.  The Gunslinger, Alchemist, Fighter, Barbarian, Rogue, Ranger, Magus, Wizard, Sorcerer, Witch, Summoner, Bard, and Ninja.  They all suffer a bit from the Dexterity hit, but can enjoy a bit of air time.
A fly speed keeps anybody out of total Red.  Still, the Strix has better options when it comes to classes, and can fly just as well.


Races of Pathfinder: Vishkanya

Vishkanya
Vishkanya are graceful, scaled, fork-tounged humanoids.  They are experts with poison, and able to generate a (fairly weak) poison from their saliva.


Racial Traits:
Ability Scores: +2 Dexterity, +2 Charisma, -2 Wisdom.  This ability score distribution leaves enough classes open, though the Wisdom hit will hurt your Will save just a bit.

Size: Vishkanya are the same size as humans.

Speed: Vishkanya have the standard 30ft base movement speed.

Poison Resistance: +1 against poison per HD is pretty strong.  It's not poison immunity, but it at higher levels it might as well be.

Keen Senses: Woot, +2 to Perception!

Limber: +2 to Escape Artist and Stealth fits into the scout type character who would be most likely to use poison on his blades.

Low-Light Vision: Darkvision is way better than low-light vision, because realistically most DMs don’t really worry about lighting conditions except for darkness. Still, it's nice to have around.

Poison Use: You can't poison yourself now!  If you get this from a class already, try to trade it away with an archetype.

Toxic: This is the Vishkanya's definitive ability - the ability to generate poison and apply it to weapons.  The good news is that it is a swift action and it doesn't cost money - you don't give up actions or money to use it.  The okay news is that you can use it a number of times equal to your Constitution Modifier, and the Fort Save is 10 +1/2 HD + Con, so you have to Buff your Con to make it effective.  For a frame of reference, that's a DC of 15 at level 6 for a 14 Con character (and only twice a day).  The bad news is that it's really not that effective. It only deals 1d2 Dexterity damage for 6 rounds, and only requires 1 save.  So, even if you hit it's not going to do very much.

Weapon Familiarity: Blowguns, kukri, and shuriken are all useful weapons, and good to have.  Shuriken in particular can be great with sneak attack or poison.

Alternate Race Traits:
Sensual [Keen Senses]: Lose out on Perception for Perform?  No thank you.

Subtle Appearance [Low-Light Vision]: Low-light vision isn't that useful, but neither is Disguise to look like human.  If it's crucial to your flavor then consider it.  Otherwise, ignore it.

Classes:
Dexterity and the poison are going to help martials of both the ranged and melee variety, and the Charisma and Dexterity will help Charisma casters.
The BardNinjaPaladin, and Mysterious Stranger Gunslinger, do well on the martial side of things, particularly their ranged varieties.  On the caster side, the OracleSummoner, and Sorcerer will benefit, though may have a tougher time using the poison.
Next come the Alchemist, BarbarianCavalier, Rogue, and Fighter.  Consider tanking with any of these guys and raising your Con to improve your poison.  Again, ranged is slightly better here.
A lower level Cleric can be built focusing on channeling, healing, and ranged which fits the Vishkanya, but that Wisdom penalty is always going to hurt..
There is a slight gap, after which comes a host of classes that key partially off of the lowered Wisdom.  The Gunslinger, Inquisitor, Monk, and Ranger all lose from the Wisdom penalty, but are able to use the poison fairly well.  The Magus, Witch, and Wizard don't gain or lose too much, but aren't able to use their poison very effectively.
Only the Druid fits into red, and even then it's questionable.  He loses out on his primary spell casting, and (probably) can't poison while whildshaped, but can at least gain from the Dexterity bonus.

Racial Favored Class Bonuses:
Bard: More bardic performance is good.  Better than your alternatives.

Rogue: Rogues usually have pretty back CMD, so a bonus against grapple (or reposition) is useful. However, Rogues also usually have pretty bad HP and AC, so keeping the AC is probably more useful.

Sorcerer: More use of a first level bloodline power is normally not great.  However, there are a few bloodlines that you could consider it for.

Racial Archetypes:
Deadly Courtesan (Rogue): Now this is an interesting archetype!  You gain bardic performance for Fascinate and Inspire Competence.  Perhaps more important (but easy to overlook), you gain the ability to expend rounds of bardic performance for a morale bonus equal to the number of rounds you expended on one attack.  For these you give up trap sense, improved uncanny dodge, and one rogue feat.  If you don't plan on using those, it's well worth the trade.

Racial Feats: 
Sleep Venom: Ok, this makes your venom much better.  Instead of a pittance of Dexterity damage, the target is staggered for 1d4 rounds and then unconscious for one minute.  Staggered is an incredible debuff, and the target only gets to attempt one save.  A must have if your Constitution is 16 or higher, and still a good choice if it is lower.

Races of Pathfinder: Hobgoblin

Hobgoblin
Hobgoblins are fierce and militaristic, but not barbaric or mentally stunted like the orc.  They have virtually no drawbacks, and are surprisingly versatile when it comes to class choice.
Racial Traits:

Ability Scores: +2 to both Dex and Con without any penalty is utterly fantastic.  Not only does this key in well for a melee character, but Dex and Con are the two ability scores that no class should skimp on.  These bonuses open the door for a range of options.

Type: Hobgoblins are humanoids with the goblinoid subtype, so nothing special here.  There are a few races and classes that might gain bonuses against goblinoids, but it's not much to worry about.

Size: Hobgoblins are medium sized.

Speed: Hobgoblins have a base speed of 30.

Sneaky: +4 to Stealth is an excellent bonus, particularly at low levels when racial bonuses make the most difference.  If you don't like it, there are a ton of other options below.

Darkvision: Hobgoblins get darkvision 60, and as I’ve said before, darkvision is the best kind of vision!

Alternate Racial Traits:
Bandy Legged [Speed]: A +2 bonus to climb and ride checks, as well as a +2 bonus to CMD against bull rush or trip do not nearly make up for a reduction to 20 feet move speed.  It's funny flavor, but that's about it.

Battle Hardened [Sneaky]: A flat +1 bonus to CMD is well worth the +4 sneak - as long as you aren't playing somebody who sneaks.  Otherwise, you can get that CMD another way.

Engineer [Sneaky]: A +2 bonus to a Craft and Knowledge check is pretty forgettable.  Again, it's an option if you don't want to sneak around, but chances are you'll use sneak a lot more anyway.

Fearsome [Sneaky]: Trading your +4 stealth bonus for a +4 intimidate is great if you use intimidate more than stealth.  

Magehunter [Sneaky]: Yet another way to get rid of sneaky, magehunter provides some small bonuses against spell casters.  Yet another option to consider if you really don't like sneaking.

Pit Boss [Sneaky]: We really don't like sneaky, do we?  This is far too limited to be useful, a +1 CMB to disarming or tripping with a whip.  If this is really your thing then by all means, otherwise most other alternate racial traits are better.

Scarred [Darkvision]: +1 natural armor bonus?  Sign me up!  Trading in darkvision is harsh, but another AC is an excellent deal for the melee-centric.

Slave Hunter [Sneaky]: +2 on Survival and Fort saves against disease is underwhelming, but if sneaking really isn't your thing this isn't your worst choice.  Still, disease if fairly rare and easily cured. You sure you don't want that extra stealthy boost?

Unfit [Sneaky]: +1 to Bluff and Diplomacy and proficiency in a single marital weapon instead of +4 to Stealth? This is an excellent early way to gain proficiency in that weapon you really want to use, and the bonus to bluff and diplomacy is just the cherry on top.

Classes:
Everybody can use Dexterity, Constitution, and dark vision, an most people appreciate a stealth bonus (or AC bonus with Scarred).  With such general bonuses and no penalties, the Hobgoblin can take on virtually any class.  Straight martial ranged and melee classes, such as the fighter, gunslinger, barbarian, rogue, and cavalier will be favorites, but a splash of magic with the paladin, bard, and inquisitor are also great.  The hobgoblin is arguably more equipped to take on these martial Multiple Attribute Dependent (MAD) classes than any other race.  Alchemists of any flavors can benefit as well, particularly with the ability to throw more bombs.  Full casting fighters, such as the cleric and druid are easily passable, and even full casters such as the sorcerer and wizard can benefit from a little extra survivability.  With such broad bonuses, you can't really go wrong with the hobgoblin.

Racial Favored Class Options:

Alchemist: +1/2 to the number of bombs per day is really wonderful.  It's another turn or two of dumping out massive damage and de-buffs with fast bombs at higher levels.   I'd choose this any day.

Cavalier: Adding +1/2 to Intimidate and Ride checks is alright if you are a dazzling display, demoralizing kind of guy.  Otherwise, skip it.  Note that this works wonderfully with the hobgoblin cavalier archetype, fell rider.

Cleric: Adding +1/2 damage to negative energy spell damage is terrible.  These spells are few and far between, and you are likely going to be doing better things with your time.  Maybe if it added to negative channelling as well it might be worth something.

Fighter: +1/4 to critical hit confirmation is a trap, and a bad one.  A single feat, Critical Focus will match 16 levels of this, and you aren't starved for feats as a Fighter. Additionally Critical Focus doesn't stack with it.  It's kind of like slowly paying for a single feat across 16 levels in the most feat rich class in the game. Invest your favored class bonus in hit points or skill points, then grab toughness on top and revel in all of your delicious feats.

Gunslinger: +1/4 to grit points is good.  More grit is good.  Grit is good.  Grit Good.  Groot.

Inquisitor: +1 to concentration checks is pretty hefty, but not as across the board useful as more hit points.  If you are the type of inquisitor who loves casting next to enemies, then it's something to consider.

Monk: +1/4 to grapple or trip can be alright if you focus in that kind of thing.  It's not the strongest bonus, but with the right specialization it can pay out.

Ranger: Adding +1/4 to favored enemy bonuses is pretty measly. If you are constantly facing a select few types of enemies, then its something to consider.  Otherwise, skip it

Rogue: Though it may not seem very good, gaining a weapon proficiency in four levels can actually be great for the feat starved rogue.  Start your career with knives, then transition into wakizashis or another more powerful weapon by level 4.  Then, just grab hit points or skill points.  It saves a feat early on.

Racial Archetype:

Fell Rider (Cavalier): There's something about this archetype that just tickles me.  You gain trample and overrun bonuses, as well as a lovely free action intimidate that melds nicely with the cavalier racial favored class bonus.  Now, you do give up the cavalier's charge.  And overrun isn't nearly as powerful as charge.  Still, it's good fun!

Ironskin Monk (Monk): The ironskin monk receives bonuses to survivability, including AC, DR, Evasion, and Resilience.  However, the AC bonus isn't as good as the monk's natural bonus, and Resilience comes at the cost of improved evasion, but combined with Scarred and the Hobgoblin's Dex and Con bonuses its a fun tanky alternative to the vanilla monk.

Racial Feat:
Bred Commander: If you frequently find yourself in serving as a commander using mass combat rules, then this is a must have and probably a reason to be a hobgoblin.  In all other cases, it is entirely useless.

Commander of Goblinkind: If you find yourself fighting or leading goblinoids all the time, then sure, grab this.  Otherwise, it is entirely useless.

Deafening Explosion: Give up a bomb damage die to make your enemies deaf.  Deaf is one of the least useful de-buffs, and only really effective against spell casters.  Just grab extra bombs instead.

Demoralizing Lash: This is a weak bonus with an incredibly specific trigger:  Your opponent is shaken for an additional round, but only if you hit them with a whip and they have been demoralized by an intimidate check. If you are really committed to being a demoralizing whip guy (and if you are, boy is the hobgoblin for you), then go ahead.  Otherwise, skip it.

Focusing Blow: It's funny at least.  Your ally (who also needs to sink a teamwork feat into this), can attack you to have you reroll your saving throw with a bonus.  I can see it being useful once or twice a campaign - but for the rest of the time you'll wonder why you didn't take something more useful.

Hobgoblin Discipline: While within 30 feet of at least two other hobgoblins, you gain +1 on saving throws.  Obviously a nice feat, but obviously only if you are playing a hobgoblin only campaign.

Taskmaster: You can impart a one minute minor morale buff to an ally - but they need to have fewer Hit Dice than you.  Again, incredibly situational, and hopefully there's other morale bonuses going around.

Terrorizing Display: The capstone of this painful chain requires four feats and 10 ranks in Intimidate.  It allows you to give a minor morale bonus to allies within 30 feet.  Perhaps if it didn't require such a bad investment it might be worth something.  

Warmonger: Holy jeez, I'm not sure I've seen anything more situational. A bonus to bluff and diplomacy when convincing groups to go to war?  I guess if you spend all your time doing that kind of thing?  Otherwise, you are lucky if this makes a difference even once in a campaign.


Races of Pathfinder: Kuru

Kuru
Kuru are red-eyed barbarians with filed teeth and disturbing facial tattoos.  Their ability scores prepare them for martial prowess, but overall their traits are a bit lackluster



Racial Traits:
Ability Scores: +2 Dexterity, +2 Constitution, and -2 Intelligence is a great ability distribution, as long as you con't care too much about skill points.  Dexterity and constitution are great for everybody, particularly martials, and only a few classes key off of Intelligence.

Languages: Kuru only start with one language, Kuru.  This is nothing a point of Linguistics can't solve, but it is worth mentioning.

Bite Attack: The Kuru's bite attack is a primary natural attack that deals 1d6 points of damage.  It's not likely to make a huge amount of difference unless you are piling sneak attack on there, but a bite means it can be used in conjunction with a held weapon. The more attacks, the merrier!

Blood Courage: Once per day, a Kuru can roll a saving throw against feat twice and choose the better result.  It's only once per day, and I would prefer a flat +2 bonus all the time, but it's worth something.

Cannibalistic Vitality: You gain a temporary hit point on a successful bite attack.  This is very minimal, and only happens on a successful bite attack, and only takes effect again targets with blood.  It's unlike to make a difference, but it is interesting.

Low-Light Vision: Low-Light Vision is fine, but it's no darkvision.

Light Sensitivity: Boo.  -1 to attacks when outdoors during the day.  This is sure to be a nuisance, and there's not way to trade it away for another trait.

Classes:
Most of the Kuru's abilities are relatively negligible, and only two stand out: his ability scores, and his bite attack.  Looking at these, we can determine that Kuru's will make good martial characters, and won't really fall short at anything except for intelligence based casters.
Melee martials and ranged martials will benefit equally from these traits:  The Barbarian, Fighter, Monk, Rogue, Cavalier, and Gunslinger are all solid choices.  Also strong are those full BAB dabblers, the Paladin, Inquisitor, and the Ranger.
Next comes the Bard, Druid, and Cleric, able to benefit from the martial aspects and not really held back in any other way.  The melee Oracle also falls in this category.
The Sorcerer, Oracle, and Summoner all benefit from Dexterity and Constitution, but not much else.  An Alchemist can overcome the Intelligent detriment and go for bombs or vivisection without a huge focus on extracts.
Last, and to no one's great surprise, comes the intelligence casters:  The Wizard, Witch, and even the Magus, all of whom are unable to overcome the intelligence penalty.


Races of Pathfinder: Strix

Strix
Strix are onyx-skinned humanoids with giant black wings.  Their defining ability is their capacity for flight at a whopping 60ft (average) speed.

Racial Traits:
Ability Scores: +2 Dexterity and -2 Charisma isn't great.  The good news is that Dexterity is good for everybody, and Charisma is often a dump ability. 

Size: Medium - nothing special here. 

Speed: Strix move at 30 feet on land, and 60 feet in the air.  They have average flight.  This is the best feature of this race, and probably the best way to fly in the early levels.  Obviously at higher levels you'll be able to get the spell, but for a long time you'll be a flier!

Nocturnal: +2 to Perception and Stealth is great, but it only takes effect in dim light or darkness.  Good thing you have dark vision

Suspicious: +2 against illusions is nice, but I'd far prefer something broader.  Illusions aren't terribly common.

Hatred: As far as these minor +1 to attack roll bonuses go, humans are likely the best target.

Darkvision & Low Light Vision: Darkvision is great, and it allows you to use your Nocturnal bonus better.  Low-Light vision is just icing.


Alternate Racial Traits: 
Dayguard [Nocturnal]: You are trading in your +2 to stealth in the dark for making the +2 to perception at all times (and a class skill).  This is most certainly worth it if Perception is not already a class skill, and probably worth it even if you sneak around a lot.

Frightening [Nocturnal]: Dayguard is almost certainly a better choice than +2 Intimidate, but if you are built around intimidate then grab it.

Nimble [Suspicious]: A +1 bonus on Reflex is most certainly better than a situational +1 to against illusions.  Get it.


Tough [Suspicious]: A +1 bonus on Fortitude is most certainly better than a situational +1 to against illusions.  Get it.


Wing-Clipped [Fly Speed]: Normally I'd say that any fly speed is a good fly speed, but this penalty is just a bit too steep.  It reduces your speed to 20 feet, reduces your maneuverability down to poor, and makes you pass a DC 30 Fly check to climb up.  You do get a +2 bonus on Bluff, Climb, and Diplomacy, but, given that your lowered Cha suggests you won't be the face of the group, you'll almost certainly make better use of the extra speed.  Note that the Stretched Wings Feat essentially brings this back to normal, but it requires Skill Focus (fly), and at that point you are better off sticking with the original and getting skill focus in any of those skills that you use.

Classes: 
The Strix's bonus are pretty broad, and so are his class choices.  Anybody can benefit from Dexterity, Flight, and Darkvision.
Gunslinger and Alchemist can particularly benefit from both Dexterity and Flight.  Ranged or two-weapon fighting are good here, but melee is nearly as good, so simple martials such as the Fighter, Barbarian, and Rogue. are obvious choices. The Zen Archer Monk, Ranger, and Samurai are just as good a choice. 
Magus, MonkDruid are very passable, as are the Wizard and Witch.  Grab extra Ki to offset the Charisma hit and Ninja is just as good. Cavalier is fine, but you are probably wasting that fly speed.
Paladins, Clerics, and Bards all suffer from the Charisma hit, but are passable as long as you focus on other things.  Only the Oracle, Sorcerer, and Summoner, are really hit by the Charisma Penalty, but still, who doesn't like a Dexterity bonus and Fly speed?

Favored Class Options 
Barbarian: +1 to rage rounds.  More rage is good rage.

Fighter: If you are fighting a ton of humans, then +1/4 to attack against them could stack up.  Otherwise, stick with hp.

Monk: +1/4 to ki.  More ki is good ki.

Ranger: +1/2 to duration of bonus granted to companion from hunter's bond.  Given that this bonus only lasts for Wisdom modifier turns, these bonus rounds can really help and make it a pre-combat buff.

Racial Archetypes: 
Airborne Ambusher (Fighter): In addition to some bonuses to flight, Airborne Ambusher essentially trades out weapon training for some weapon bonuses while flying.  I would prefer weapon training, any day.

Racial Feats: 
Stretched Wing: This undoes the damage from Wing-Clipped.  Get it if you took Wing-Clipped.  Or, better yet, don't take Wing-Clipped.


Races of Pathfinder: Wayangs

Wayangs
Wayangs are shadowy little creatures who are relatively rare in Golarion. They’re also the only race that is small size and has no Strength penalty, so they can do some fun things that other small races don’t excel at!
Racial Traits:

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Wisdom. Wayangs are quick and good at reasoning, but not the wisest of the bunch. These scores make Wayangs excellent as Rogues and prepared casters.

Type: Wayangs are humanoids with the wayang subtype, so nothing special here.

Size: Wayangs are small-sized, so their natural stealthiness is even more enhanced from being small! The only bad thing about this is the slow speed.

Speed: Wayangs have a base speed of 20 feet.

Shadow Resistance: Wayangs get an inherent resistance to spells of the shadow subschool, which don’t come up a TON but could come in handy once in a while.

Lurker: A +2 to Stealth is excellent for these guys, making their overall inherent bonuses to Stealth at 1st level a total of +7! (+4 size, +2 racial, +1 Dex). They also get a +2 bonus to the best skill in the game, Perception!

Shadow Magic: Wayang casters get a +1 to the DCs of any shadow school spells that they cast, and get three racial spell-like abilities usable once per day, ghost sound, pass without trace, and ventriloquism, which are all fun if not the most useful spells out there.

Darkvision: Wayangs get darkvision 60, and as I’ve said before, darkvision is the best kind of visoin!

Light and Dark: This is a strange and unique ability, allowing a wayang to be treated as an undead for the effects of positive and negative energy once per day. For a necromancer, this ability could be really useful, so that you can heal yourself along with your undead creatures once per day, but otherwise I can’t really see a huge benefit.

Alternate Racial Traits:

Dissolution’s Child [Shadow Magic]: This ability is strange, because it says you turn into a four-foot tall shadow, but it somehow also works as invisibility? Will this work in bright light? If so, can enemies see where you move in your shadowy form? Despite these questions, for a Rogue or any other non-caster character, this is probably a better option than Shadow Magic.

Classes:

Alchemist: With their boosts to Int and Dex, a wayang can make a very good bomb-focused Alchemist. You’ll likely want to pick up the Smoke Bomb discovery to give you even more cover when you’re trying to be stealthy.

Barbarian: It’s tough for me to imagine a wayang, with their dark, stealthy nature, turning to the life of a Barbarian. However, with no penalty to Strength or Con, it’s actually not a terrible choice.

Bard: No Charisma bonus means a wayang isn’t ever going to be an optimal choice for a bard, and even their racial archetype, the Shadow Puppeteer, leaves a lot to be desired. The favored class option is cool, letting you add Wizard spells to you list, but I just don’t see it as a realistic option, in the end.

Cavalier [Samurai]: Like the Barbarian, I have trouble imagining a wayang Cavalier. Riding a wolf or other medium animal into battle just seems against their nature. However, this IS the only small race that doesn’t have a Strength penalty, so even though it’s hard to imagine, it could work out quite nicely as long as you build it out correctly. Samurai is a bit better than Cavalier because of the mounted archery abilities.

Cleric: A penalty to Wisdom hurts a spellcaster Cleric build, though a tank-style build would do just fine, and you’ll get a boost to the DCs of your shadow-subschool spells. You’ll definitely want the Darkness domain, and I would suggest the Loss subdomain for the ability to make creatures forget everything they do in an area you designate. Useful for infiltration, that’s for sure!

Druid: Same as for the Cleric, a spellcaster Druid is doing to hurt a little from the Wisdom penalty, but a wild shape focused Druid will do just fine! If you don’t take an animal companion, grab the Darkness domin for sure!

Fighter: With no Strength penalty, a wayang Fighter can do just fine, though a ranged build will benefit from the Dex bonus. Fighters are too variable to really suggest any specific archetypes, so just go with what makes sense for your character concept!

Gunslinger: A wayang can make a fine Gunslinger, thanks to their Dex bonus. However, the Wisdom penalty does hurt your Grit points, so you might want to grab the Mysterious Stranger archetype.

Inquisitor: The Wisdom penalty hurts an Inquisitor more than a Cleric or Druid because it affects other aspects of the character than just the spellcasting. I’d say this is probably a bad choice.

Magus: A sneaky little Dex-based wayang Magus could be absolutely devastating, sneaking up behind an enemy and using a quick shocking grasp through a poisoned blade to paralyze them and damage them all at the same time. I can also imagine the Hexcrafter archetype making a lot of sense for a wayang, because hexes are kinda mean and tricky without being evil.

Monk: The Wisdom penalty definitely doesn’t do anything good for a wayang Monk, so this one’s never going to be optimal. You could probably pull off a decent Martial Artist, but otherwise I’d stay away.

Oracle: Without a Charisma bonus, a wayang Oracle only makes slightly more sense than a wayang Cleric, and none of the mysteries have any good shadow spells. HOWEVER, pay attention to the favored class option, which lets you grab spells from the Wizard spell list, which obviously you’ll want to be shadow subschool spells. This is probably not the BEST option, but it’s certainly not bad!

Paladin [Antipaladin]: The wayang’s natural sneakiness is lost on a Paladin, for the most part, and they don’t have a Charisma bonus, so this isn’t a great option, though it’s probably not the worst one.

Ranger: A ranged-focused wayang Ranger could be super deadly, hiding in the shadows and getting critical hits on her favored enemies. With the Wisdom penalty, you might want to consider going with one of the spell-less archetypes, like the Skirmisher.

Rogue [Ninja]: I think when they wrote this race, the writers said to each other “how can we make the best Rogue out there? Hmm... let’s give them tons of bonuses to Stealth, small size, and no Strength penalty! COOL!” Wayangs were obviously written to be great Rogues, and even better Ninjas since they get their own racial vanishing trick at level 1 (if you take Dissolution’s Child, of course, which you will). Make sure to grab the racial feat, Shadowy Dash. I’m actually surprised there isn’t a racial archetype for the Rogue, given the obviousness of the choice.

Sorcerer: Without a Charisma bonus, you probably aren’t going to be the BEST Sorcerer out there, but the Shadow bloodline is seriously excellent for a wayang, and I’d honestly have trouble choosing between the regular version or the Wildblooded one, Umbral. Shadow gives you an extra Stealth bonus after you cast shadowy spells, which you’ll do a lot of, but Umbral gives you a similar ability as a 1st-level power and increases your caster level by 1 in dim or darker light, so I’ll have to give it to Umbral as the better option. You could always go Crossblooded to get both Umbral and Sage, so that you use Int instead of Cha for your spellcasting, just make sure to purchase Pages of Spell Knowledge to make up for the loss of one spell known per spell level. Don’t forget about the favored class option, which gives your illusion spells extra damage!

Summoner: Again, despite the lack of a Charisma bonus, I find myself rating this as a decent option, mostly because of synergy with some specific Eidolon evolutions. Pick up Shadow Blend and Shadow Form, along with Skilled [Stealth], and your Eidolon is just as stealthy as you, if not more so! Grab a few teamwork feats like Outflank and Precise Strike, and you’ve essentially created a pair of Rogues out of a single character!

Witch: I imagine a wayang Witch being a sneaky little thing, hiding in the shadows and tossing out hexes and shadow spells while her allies pummel their foes. While none of the hexes are specifically good for stealthy characters, evil eye and misfortune work great for anyone. The bonus to Intelligence is obviously helpful for hex and spell DCs, and the Shadow patron is an obvious choice.

Wizard: As with the Witch, a wayang Wizard is an obvious choice, thanks to the Int bonus and shadow spell boosts. You’ll obviously want the Shadow subschool, and the Infiltrator familiar archetype is worth a look so that you can scout out all kinds of situations without worrying about your familiar getting squished.

Racial Favored Class Options:

Bard: The Bard and Oracle both have the same option here, and it’s a great one: You can add spells from the Sorcerer/Wizard spell list to your list! There are some great shadow subschool spells you’ll want to grab, of course, and it can also let you be a bit more of an offensive caster than a Bard normally is.

Oracle: See Bard just above this!

Sorcerer: Adding +1/2 damage to illusion spells is pretty cool, though I would have preferred +1/2 to the DC of the spells!

Summoner: An extra skill rank for the eidolon doesn’t seem that exciting, but if you’re building a Ninja-style sneaky Eidolon, it can be a HUGE bonus. I like this option a lot.

Racial Archetype:

Shadow Puppeteer (Bard): So, I mentioned up in the bard section that I’m not a huge fan of this archetype. You only get two new abilities, and they replace some of the Bard’s most important performances. You switch out inspire courage and inspire competence for a shadow servant ability (not very useful), and the ability to summon some quasi-real creatures from the summon monster lists. This would be really nice if it scaled like the normal spells, but you only increase the summon monster level every three Bard levels, so this is just hands-down worse than a normal bard.

Racial Feat:


Shadowy Dash: If you plan to move around the battlefield stealthily (which you should, as a wayang), then you want this feat, as it removes the penalty for moving at full speed when using Stealth!