sabato 30 novembre 2019

New Race: Aelves

I had promised and then forgot to post this race when I posted some Aelves builds before. Here I am to amend my mistake before moving to the next build.
I created the Dwelves (dwarf-elf hybrids) for the Book of Passion. They are one classic way to see this kind of half-bloods, but not the only one neither one that everybody loves. In Norse myths, dwarves and elves were often seen as different types of the same creature, both highly magical and skilled into crafting of magical items. So here’s an alternate choice for the fruit of such a fortunate and powerful couple. Maybe this race will be published in a future installment of the Book of Passion!
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New Hybrid Race: Aelf
While dwelves are born from a dwarf father and an elf mother, the union of a male elf and a female dwarf produces an high, noble magical being known as an aelf. Such creatures were much more common in ancient mythic times when dwarves and elves were much closer and often mistaken the ones for the others by humans.
Aelves are higher than both elves and dwarves (even if they’re still Medium creatures), much like a liger is bigger than a lion and a tigress. They have elongated faces with thin features and pointy ears; unlike elves, male aelves can grow a beard. Their eyes have unlikely shades -purple, violet, bright pink, rosy gold- and can often be of two different colors altogether. Aelves are highly capable in everything they do, and many of them have a high reputation as creators of magic items. Though an aelf is welcome to grow both in a dwarven and elven community, both their parent races tend to dislike the sense of inferiority the hybrids strike on them, and as a consequence most aelves end to be solitary sages, making secluded homes in forest caves, hidden by magic.
Other than the following standard racial traits, aelves can choose any alternate racial trait available to dwarves or elves.

Aelf (Standard Race, 11 RP)
+2 Int, +2 Wis (2 RP): Aelves take the best from two worlds and are highly flexible creatures.
Type (0 RP): Aelves are humanoids with the dwarf and elf subtypes. They count as both dwarves and elves for any effect related to race.
Size (0 RP): Aelves are Medium creatures and have no bonuses or penalties due to their size.
Base Speed (0 RP): Alves have a base speed of 30 feet.
Languages: Aelves begin play speaking Common and either Dwarven or Elven. Aelves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Racial Traits

Defense Racial Traits
Dual-Minded (1 RP): Aelves gain a +2 bonus on all Will saving throws.
Lesser Spell Resistance (2 RP): Aelves gain magic resistance equal to 6 + their character level.

Feat and Skill Racial Traits
Master Crafter (2 RP): Aelves gain a +2 bonus on one Craft or Profession skill of their choice.

Magical Racial Traits
Magic Affinity (1 RP): Aelves are treated as 1 level higher when using powers of the Magic domain, bloodline powers of the arcane bloodline, and revelations of the oracle’s lore mystery. This trait does not give them early access to level-based powers; it only affects powers they could already use without this trait.

Senses Racial Traits
Darkvision (2 RP): Aelves can see perfectly in the dark up to 60 feet.
Low-Light Vision (1 RP): Aelves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits

Diverse Talent (1 RP): An aelf with this trait can select two favored classes and gain the favored class benefit from both, as long as one is a full-BAB class and the other is an arcane casting class. This replaces magic affinity.

Faerie Born (2 RP): True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though does not change any subtypes. For aelves, this modifies type and replaces master crafter.

Fey Heart (3 RP): The power of the fey runs stronger in some faebloods, whether by practice of their innate skill, stronger traces of the blood of the upper echelons of the courts, or some other cause. They gain the Basic Magical Training feat for the Fallen Fey sphere as a bonus feat. For aelves, this replaces magic affinity and lesser spell resistance.

Fey Magic (2 RP): 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. For aelves, this trait replaces master crafter.

Fey Thoughts (1 RP): Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. For aelves, this trait replaces magic affinity.

Weapon Familiarity (2 RP): An aelf with this trait is expert with her ancestral weapons and may select the dwarf or elf weapon familiarity trait. This replaces master crafter.

Favored Class Alternatives
Alchemist: Add +¼ to the caster level of potions brewed by the aelf.
Arcanist: Gain ⅙ of a new arcanist exploit.
Barbarian: Gain ⅙ of a blood rage power.
Bloodrager: Increase by ⅕ the bloodrager’s bonus on Will saves while bloodraging.
Cleric: Select one domain power granted at 1st level that is normally usable for a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
Magus: The magus gains ⅙ of a new magus arcana.
Paladin: Add a +½ circumstance bonus on critical hit confirmation rolls with a racial weapon of the paladin’s choice (maximum bonus +4). This bonus does not stack with Critical Focus.
Summoner: Add +¼ to the eidolon’s evolution pool.
Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
Swashbuckler: Add ¼ to the swashbuckler’s effective class level to determine the extra damage she deals because of the precise strike deed when wielding a light pick, heavy pick, or rapier. If the swashbuckler has the Slashing Grace feat or another similar effect, she can treat the battleaxe, handaxe, or longsword as a one-handed piercing melee weapon, and she gains this benefit when wielding the appropriate weapon for the feat as well.
Wizard: Select one item creation feat known by the wizard. Whenever he crafts an item using that feat, the amount of progress he makes in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Spheres Aelf FCB
Armiger: Gain +⅙ of a granted talent for 1 customized weapon. This weapon must be from those listed in the Dwarven Heritage or Elven Heritage from the Equipment sphere.
Armorist: +⅙ point of bonus to summoned equipment.
Blacksmith: Add +½ bonus to all Craft skill checks.
Commander: Add +⅙ of a new specialized terrain.
Conscript: Add +1 to your CMD when resisting a dirty trick, overrun, or steal combat maneuvers.
Elementalist: +1 energy resistance to acid, cold, electricity, fire, or sonic (maximum 10 per energy type). This stacks with the energy resistance normally gained through this class or any other source.
Eliciter: +¼ of an additional hypnotism use per day.
Fey Adept: Gain ⅕ of a new magic talent from the Fallen Fey sphere.
Hedgewitch: Gain +⅙th of a new hedgewitch secret.
Incanter: +⅙th of a item crafting or metamagic feat.
Mageknight: Gain +1/6th of a mystic combat.
Prodigy: Add ⅙ of a magic or combat talent.
Sage: Add ⅙ of a new esotery.
Scholar: Gain +⅛ of a scholar’s knack.
Sentinel: Gain +¼ bonus to Will saves.
Shifter: Add ⅙ of a Favored Form feat.
Soul Weaver: +¼ of an additional use of channel energy per day.
Striker: Gain ⅙ of a new striker art.
Symbiat: Add 1 to the total number of rounds the symbiat may use psionics in a day.
Technician: Gain +⅛th of a new invention.
Thaumaturge: Reduce the thaumaturge’s Forbidden Lore backlash percent chance by ¼th of a percent.
Troubadour: Add ⅙ of a new actor training.
Wraith: Increase the failure chance of magic effects originating from a corporeal source while in wraith form by 1%.

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