Homebrew Spotlight: Lepi

Lepi

Medium Humanoid (lepi, animalfolk) (12 RP)

Racial Traits

  • +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
  • Humanoid: Lepi are humanoid with the Lepi subtype. (0 RP)
  • Medium Size: Lepi are medium so have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Lepi have a base speed of 30 feet (0 RP)
  • Lowlight Vision: Lepi can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Keen Senses: A Lepi’s skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
  • Expert Leaper: When making jump checks, Lepi are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
  • Feet of Fury (Ex): The large, powerful feet of a Lepi make effective weapons. All Lepi automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. (3 RP)
  • Healthy: Lepi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
  • Fleet Footed: Lepi receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
  • Language: Lepin and Common. Bonus Languages: Elven, Gnome and Sylvan.(0 RP)

 

Alternate Racial Traits

  • Burrow: Lepi gain a burrow speed of 20 feet. Replaces expert leaper.
  • Sociable: When Lepi attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
  • Swarming: The warren is life, Lepi are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Replaces fleet footed.
  • Beguiling Liar: Lepi gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
  • Plains Runner: Lepi love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.

 

Lepi are a race of humanoid Hare that live in underground warrens on Animus Island. They have a smaller cousin called the Lepus. They both evolved underground, but the Lepi left their warrens to begin a hunter-gatherer existence.  Lepi were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators.

Whether it was from lack of food, population pressure or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.

A Lepi’s fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific and have few enemies. Favored classes include: fighter, ranger and rogue. Rarely do they follow the magic arts, although it is possible if one can sit still long enough to learn.

BASIC INFORMATION

Anatomy & Morphology

Lepi are medium-sized hare-like humanoids (animalfolk).

Genetics and Reproduction

Lepi are very prolific and tend to have large families. Females are fertile a few times a year, litter size can range from 2-6 kits, with 3 as the average. They prefer other Lepi partners but are compatible with many other humanoid races. These unions only yield one or two offspring, that are usually sterile.

Growth Rate & Stages

Lepi kits are born with their eyes open and can run around on all fours within a day of birth. They tend to be uncoordinated and clumsy for the first month or so, but learn fast. They grow quickly, and eat prodigious amounts to fuel this growth. Often 1-3 feet in the first year. They become an adult between ages 2-4, leaving home to train with the Fianna soon after.

Ecology and Habitats

Any temperate, but prefer mountainous and hilly areas, some like plains or desert as well.

Dietary needs and habits

Lepi are vegetarians, with prodigious appetites. They prefer a diet of root vegetables, tubers and greens; with a sprinkling of nuts and fruit. A rare few eat fish or insects.

ADDITIONAL INFORMATION

Social Structure

They have a very structured society. Whether it be from the military or guilds depends on the location and time period.

Uses, Products & Exploitation

They are commonly hired as mercenaries, or craftsman.

Facial characteristics

They have long, narrow faces with tall ears and bushy cheek hair.

Geographic Origin and Distribution

Any temperate, but most live on Animus Island or Sylvania (location).

Average Intelligence

Lepi are of average intelligence.

Perception and Sensory capabilities

Lowlight vision, and keen senses (+2 racial bonus to Perception).

CIVILIZATION AND CULTURE

Naming traditions

Lepi commonly have 3-6 names. The first name is usually a nickname, others are from relatives and the last is their surname.

Some examples are:

  • Male: adarin kordyne, algador swiftback, ballaw de quincewold, jodd, kersey, longeyes, lorquin woodsorrel.
  • Female: maudie, peasblossom, pennybright, petunia, daphne duckfontain dillworthy, dewfleck, ecrea.

Major organizations

The Fianna clans are similar to a militia, that is beholden to their clan chief. They roam their territory protecting the clan from roving hordes and enemies of any kind.

Beauty Ideals

A Lepi’s ears, tail and coloring are important to females as well as some males.

Gender Ideals

One of the few examples of differences in the sexes, is that females are trained more in ranged weapons than melee. In everything else, there is no difference.

Courtship Ideals

Females are often picky when choosing a male to give permission to court her. Courtly manners and battle prowess are important qualities in prospective mates.

Relationship Ideals

Honor and strength of character are important characteristics.

Average technological level

Lepi are a developing culture in the Iron Age.

Major language groups and dialects

Their main language is Lepin. Elven, Sylvan and Common are also spoken.

Common Etiquette rules

Lepi are a friendly and boisterous people. They hold honor in high esteem.

Common Dress code

Many Lepi, even ones that have retired from the Fianna, wear military uniforms or something similar.

Culture and cultural heritage

They have a militaristic society similar to the Irish. All Lepi have some form of martial training and most hold a place in one or another of the Fianna clans.

All Lepi are given basic military training, no matter what job they will fill later in life. After this training, they are required to fulfill 2-5 years of service. This is usually by patrolling with one of the Fianna clans that keep the peace along the borders.

Common Customs, traditions and rituals

Lepi follow the seasons and find any reason to have a feast. For this reason even a change in the season is the reason for a party.

Common Taboos

Making friends with vermin.

History

They are one example of Atlantean forced evolution that gained few side effects in the process. Lepi were bred for slave labor and cannon fodder. This is also why they were among the first to rebel against their masters.

Historical figures

Stonefist, an ancient Badger Lord, who traveled to Animus Island and led Lepi warriors in a battle against a vermin horde.

Interspecies relations and assumptions

Lepi are friendly with most good aligned races. Their closest allies are Elves, Tree Gnomes and Fey; as well as other animalfolk.

 

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Genetic Ancestor(s) Hare
Scientific Name Homo Leporidae Lepus
Origin/Ancestry Mountain Hare, Plains Hare
Lifespan 20-30 years
Average height 5′ 5″
Average weight 140
Average physique Lepi have a lean but muscular body. They are fast, flexible and great jumpers.
Body tint, coloring and marking

 

Lepi have a large variation of possible colors to its fur. Some of them are: tan, dull yellow, pale brown, or sandy-grey with brownish or reddish stripes. Some additions can be tan, brown, orange or grey. The head has often has a pale, bare, grayish or orange (or brown, tan) patch of skin around the eye and extending forwards to near the muzzle and backwards to the base of the long ears, which have black tips. The underparts and flanks are usually white or light tan. The top of the tail is usually a dark color.

Related Links:

Homebrew Spotlight: Badgen

Kangu

 

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Icaran

b9f9f7d9f23103a898767344c15b7bc2This is my own adaptation of Kid Icarus from the Nintendo games. I merged my own sky gnomes with the garuda-blooded to create this amalgamation.

Icaran (12 RP)

Small Humanoid (gnome, celestial, plumekin, garuda-blooded. outsider [native] )

 

Racial Traits

  • +2 Dexterity, +2 Wisdom -2 Intelligence: Icarans are quick and nimble, and wise but not intelligent. They are easygoing and good-natured, but can act rashly. (0 RP)
  • Small: Icarans are are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth (0 RP)
  • Standard Speed: Icarans have a base speed of 20 feet. (-1 RP)
    • Flight: Icaran’s inherited wings from their Garudan ancestor. They have a flight speed of 30 feet and an average maneuverability. (4 RP)
  • Lowlight vision: Icarans can see twice as far as humans in conditions of dim light. (1 RP)
  • Keen Senses: Icarans receive a +2 racial bonus on Perception skill checks.  (2 RP)
  • Naturally Stealthy: Icarans can attempt to hide even when they are obscured only by a creature that is at least one size larger than them (this also can be used in fog, clouds and with rocks of the appropriate size). (2 RP)
  • Racial Weapon: Icarans inherited some of their celestial ancestor’s prowess with the bow. Icarans gain a +2 trait bonus on attack rolls made to confirm critical hits with bows. (2 RP)
  • Evade Fall: Icarans take ½ damage from falling, and any lethal damage changes to subdual damage in low gravity areas. (2 RP)
  • Languages: Gnome and Common. Bonus: Auran, Celestial, Draconic, and Elven. (0 RP)

Alternate Racial Traits

  • Feather Fall: Icaran’s gain the ability of feather fall as the spell, 1/day per 6 levels. Replaces evade fall.
  • Breeze Kissed, lesser: Icaran’s are surrounded by swirling winds, gaining a +2 racial bonus to AC against nonmagical ranged attacks. They can calm or renew these winds as a swift action. Replaces racial weapon.
  • Sky Sentinel: Icaran’s gain a +1 racial bonus on attack rolls, a +2 dodge bonus to AC, and a +2 bonus on Perception checks against flying creatures. In addition, enemies on higher ground gain no attack roll bonus against them. Replaces naturally stealthy.
  • Snake Hater: Icarans loath serpents and other slithering monsters, study them extensively. Thus gain a +2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill. Replaces evade fall.

Icarans are noble but impetuous birdlike celestials, and most garuda-blooded icarans grow graceful feathers during puberty. The majority of these icarans have shimmering wings; the wings can be of virtually any shade, ranging from metallic colors to muted hues to pure white, or rarely, glossy black. Icarans are sometimes born with taloned fingers or toes, and occasionally amber eyes like those of an eagle.

Like their celestial ancestors, icarans tend to take action at the spur of the moment when their abilities seem needed. Icarans rush into the heat of battle to face off against evildoers, only stopping to ask questions afterward. Icarans often have an extreme hatred for nagas and other snakelike creatures, a racial disdain no doubt stemming back to their garuda forebears.

Icarans were a reclusive gnome tribe that was rediscovered after the Mage Wars. They had fled Aquatica to the Plane of Air under the protection of Garuda; with the coming of the Atlanteans and their experiments.

Icarans share the Skylands with the Sky Gnomes and are often found on other high places throughout Aquatica. They love high, wide open spaces and hate being in confined areas.

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Fey

Fey (12 RP)

Small Fey (fey)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength (0 RP)
  • Fey: Fey are supernatural creatures with strong ties to Nature, they have the fey subtype. (2 RP)
    • Lowlight Vision: Fey can see twice as far as a race with normal vision in conditions of dim light.
    • Eternal Youth: Fey don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
  • Small: Fey 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 CMD, and a +4 size bonus on Stealth (0 RP)
  • Standard Speed: Fey have a movement of 30 feet. (0 RP)
  • Fey Affinity (choose one): The fey gains a +2 racial skill bonus pertaining to this affinity [gaining a (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc) [ +2 to the DC of the spell school chosen.]
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey Damage Resistance: Fey gain DR 5/cold iron. (2 RP).
  • Fey Blood: Fey are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Fey attains. (2 RP)
  • Lucky, lesser: Fey gain a +1 bonus to all saving throws. (1 RP)
  • Fey powers [Choose one]: (3 RP)
    • Bond to the Land: Fey gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
    • Fey Sight: Fey are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
    • Glamour: Fey are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Vanish (Su): As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
    • Treesinger: Fey can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
    • Fascination: Once per day, a Fey can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
    • Spell Resistance (Ex): A Fey gains SR equal to 11 + its CR.
    • Long Step (Su): Fey can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    • Polymorph Self: Fey can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

 

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a fey has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Trackless Step: A Fey does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Replaces fey sight.
  • Woodland Stride: A Fey can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Flight: Fey have a fly speed of 30 feet with clumsy maneuverability.Replaces fey powers.
  • Spell-like Abilities: Fey gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)—blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)—blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

Originally, Fey came from another plane called the Feywild. Like others on Aquatica, they were pulled here during the Chaos Wars. Now they live on Feyland, a surreal land of giant trees, mushrooms and other flora and fauna. These are found nowhere else on Aquatica. Normal laws of physics don’t apply here, because the land itself came from the Feywild many of its qualities stayed. Fey come from a supernatural world where distances are fluid and based on misdirection or force of will.

These fey live in a South American style society, they are peaceful unless provoked.

 

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Flowerling

Flowerling 12 RPc3da6b051eaadfdfb73a4cc55d6761ce
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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Chosen of Ssliora

beb21ec90ad32c1c8760da0abe517938Chosen of Ssliora

The “Chosen of Ssliora” is an acquired template that can be added to any reptilian creature, or other follower of Ssliora that is chosen by the Priesthood. They are paragons of their race that are chosen to guard the holy lake Takshila, to make sure the Gods rules are followed throughout the land. There are three types of Chosen: Huntsmen, Enforcers and Teachers (the names are self-explanatory). Usually, the alignment of a creature that becomes a chosen of Ssliora matches that of the god that invested it with power. Sometimes, however, a god punishes a wayward worshiper or an enemy of the faith by making it a divine guardian.

Prerequisites: Reptilian race (naga, lizardfolk, follower of Ssloria, etc).

Challenge Rating: Same as the base creature +1.

Size and Type: Size and type are unchanged, but the creature might gain one or more alignment or elemental subtypes, depending on the alignment and portfolio of the deity that granted it the template. Possible subtypes include: air, chaotic, cold, earth, good, lawful, neutral and water. For instance, a chosen of Ssliora would have the lawful and good subtypes, even if it were actually of some other alignment. Similarly, a neutral god of water and ice would grant its chosen of Ssliora the water and cold subtypes.

Initiative: A chosen of Ssliora gains a +4 bonus on initiative rolls.

Speed: A chosen of Ssliora is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the chosen of Ssliora maneuverability becomes perfect if it was not already. The water subtype, if acquired, grants the creature a swim speed equal to its highest speed.

Defensive Abilities: A chosen of Ssliora gains the following defensive abilities.

  • Ability Healing (Ex): A chosen of Ssliora heals 1 point of ability damage per round in each damaged ability score.
  • Fast Healing (Ex): A chosen of Ssliora has fast healing
  • Immunity to Mind-Affecting Effects (Su): The chosen of Ssliora is immune to all mind-affecting effects.
  • Immunity to Disease and Poison (Ex): Chosen of Ssliora are immune to disease and poison.

Weaknesses: A chosen of Ssliora gains the following weakness.

  • Bound to the Faith (Ex): A cleric or paladin of the deity that granted the chosen of Ssliora its power can rebuke or command the chosen of Ssliora as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the chosen of Ssliora is performed as described in the Command Undead feat, and uses one of the cleric or paladin’s daily channel energy abilities.

Special Attacks: A chosen of Ssliora retains all the base creature’s special attacks and gains those described here.

  • Dimension Door (Su): At will, a chosen of Ssliora can use dimension door as the spell (caster level equals chosen of Ssliora Hit Dice) to reach any location within its sacred site (see Sacred Site, below).

Spell-Like Abilities: A chosen of Ssliora gains spell-like abilities according to its Hit Dice, as indicated on the following table. These abilities are cumulative. Caster level equals chosen of Ssliora’s Hit Dice. The save DCs are Charisma-based.

Special Qualities: A chosen of Ssliora retains all the base creature’s special qualities and gains those described here.

  • Blessed Life (Ex): A chosen of Ssliora does not age or breathe. It does not require food, drink, or sleep.
  • Sacred Site (Ex): Each chosen of Ssliora is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, series of structures, or natural site with clearly defined borders. It can be as large as a city, but in most cases it is a single temple complex or a sacred grove. Gods do not waste their powers on places that their worshipers can protect, so most chosen of Ssliora keep watch over abandoned burial grounds or lost temples. The chosen of Ssliora is charged with protecting the site from harm and preventing incursions by those not of the faith. It must keep its vigil until worshipers return or until the god deems the site no longer worthy of protection.

Abilities: Change from the base creature as follows: Wis +4, Cha +4.

Skills: A chosen of Ssliora gains a +5 racial bonus on Sense Motive, and Perception checks.

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Elf, Astral

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Elf, Astral (14 RP)
Medium Humanoid (elf, planetouched, astral)

Racial Traits

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. (0 RP)
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Elves are Humanoids with the elf and planetouched (astral) subtypes. (2 RP)
    • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. (1 RP)
    • Astral Heritage: Elves are descended from the Astralus, so gain one Astralus racial trait of choice. (2 RP)
  • Base Speed: Elves have a base speed of 30 feet. (0 RP)
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks. (2 RP)
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)
  • Languages: Elves begin play speaking Common and Elven. Bonus: Atlantean, Celestial, Draconic, Etherian, Gnome, and Sylvan. (0 RP)

Alternate Racial Traits

  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a dark elf (from teranik) in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. Source PPC:LoD
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source HotW
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Source PRG:HA

Elves are the fallen children of the Astralus that lost their astral nature as a result of the Mage Wars. They are the younger cousins/descendants of the Astralus and live on the island of Avalonia between Atlantia and Anthroporia. They are taught from birth how their ancestors and the Atlanteans fought the Mage Wars.

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Wild Elf

Wild_Elf (1)Wild Elf (12 RP)
Small Humanoid (elf)

Racial Traits

  • +2 Dexterity, +2 Constitution, -2 Intelligence. (0 RP)
  • Type: Wild Elves are humanoids with the elf subtype. (0 RP)
  • Darkvision: Wild Elves gain darkvision up to 60’. (2 RP)
  • Small: Wild Elves 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 CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Standard Speed: Wild Elves have a speed of 30 feet. (0 RP)
  • Animal Bond: Wild Elves bond at birth; this gives them telepathy and empathy with other wild elves and their pack. Animals from their homeland can be chosen (rideable). Common choices: wolf, large cat, badger, fox, etc). Because of this bond, wild elves gain Track as a bonus feat and their \lifespan is shortened to twice human common lifespan. At birth a Wild Elf bonds with a chosen animal. (2 RP)
  • Woodcraft: Wild Elves know the deep secrets of the wild like no others, especially secrets of nature. They gain a +1 racial bonus to acrobatics, climb, knowledge (nature) or survival. In their favored terrain this bonus improve to +2. (2 RP)
  • Terrain Stride: In their chosen terrain, Wild Elves gain the ability to move naturally through difficult terrain. (1 RP)
  • Pulse of the Wild: Wild elves can read signs and listen to the voices of the wilds and animal inhabitants of their forest homeland (or terrain where they are born). When traveling outdoors in the chosen terrain they gain a bonus to Perception equal to their Wisdom bonus. They add half this bonus to Wild Empathy checks. (2 RP)
  • Stalker: Wild Elves gain Perception and Stealth as class skills. (1 RP)
  • Tree Stepper Wild elves take to the trees at an early age, they are surefooted and agile climbers. They can move through the tree-tops with ease. In dense forests, they can move at base speed. In lightly forested areas, they move at half speed. Wild Elves are so at home in the trees that they gain 20 feet Climb speed, +8 bonus to the climb skill and don’t lose their Dexterity bonus to AC while using the acrobatics or climb skill checks. They gain a +2 racial bonus on Balance skill checks while wearing light or no armor. (2 RP)
  • Language: Elven and Common. Bonus: Atlantean, Centaur, Dwarf, Halfling, and Sylvan. (0 RP)

Alternate Racial Traits

  • Natural Armor: Wild Elves gain a +1 to their Armor Class. Replaces stalker.
  • Scent: Wild Elves gain the scent ability. Replaces pulse of the wild.
  • Bite: Wild Elves gain a bite attack, 1d2 + Strength modifier to damage. Replaces terrain stride.
  • Silent Hunter: Wild Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). Replaces woodcraft.
  • Hide in Plain Sight: While in his favored terrain, a wild elf gains +2 to his Stealth check and can use the Stealth skill even while being observed. Replaces stalker.
  • Wild Talent: The Wild Elf chooses one, 0 level arcane, divine spell or psionic ability; at 10th level a second ability may be chosen. This ability can be used as a standard action, 2/day +1 per day/half Wisdom modifier.

Racial Feats
The following feats are available to a wild elf character who meets the prerequisites.

 

Wild elves are rarely seen by others, because they live in the heart of thick forests and have incredible skill at keeping hidden. Their skin tends to be dark brown, and their hair ranges from black to light brown, lightening to silvery white with age. Wild elves are a very reclusive race and prefer to be with their own kind in the deep forests.
They often cover their skin in tattoos or ritual scaring. Their housing, clothing, weapons and equipment look primitive but are well-made.

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