Thursday, October 31, 2013

Batidaens finally

Here we go, gibbon-like people finally posted, sorry it has taken me so long... really dropped the ball. After this, I will likely post either the Ursan or Gardna (kinda obvious what those two will be). For now, need to work on more centered themes for the countries, I will try to keep in touch with all those who watch, thanks. Also need to post favored class options and traits, will do as soon as possible, thank you.
Batidaens
The relaxed and warlike humanoids, Batidaens are a race amongst the deepest jungles of the world. They travel from land to land to provide service to those who need protection from those who wish to cause harm to civilized races or who in act war for their own selfish gains; a reason few understand but greatly welcome to their side.
Physical Description: Batidaens are very similar to humans, in fact, at first glance you really cannot tell the difference. The only real differences between humans and Batidaens are the eyes, and the patches of hair. Batidaens have no iris, but in fact have a single large pupil; majority of the time they are black, but there are few blessed with pure white eyes. Along with this, Batidaens have random tufts of fur in symmetrical positions on their body; typically on the arms and shins, while men tend to have tufts on the chest, while females on the small of their backs. Most Batidaens are wiry and lanky, with their strength well hidden, but their have been cases of stocky Batidaens; very similar to Gorilla’s in build.
            Society: Batidaens follow a caste system similar to ancient eastern dynasties. There are nobles, serfs, and the common folk; they typically serve the head of their region, or provinces. Most Batidaens lives are chosen and pre-planned before even birth; but these are only heavily influenced in cities and regions ruled by the Batidaens. Outside of these regions this practice is less forced upon children, but not unheard of. Although arranged marriages and town positions are chosen for their kind, if a Batidaen has a calling to war, these tasks may be stalled till they are finished, for a Batidaen prides defending their kind and family above all other tasks.
            Relations: Batidaens have mixed relations towards the other races. Humans can be seen as both good and bad, from their great ability and skill to any task, yet their petty use of war to conquer opposed to protect. Marleth are seen more humbly, and are in fact often welcomed into Batidaen groups and families due to their prior lore and history with them. Alfar are seen as wise, yet their choice not to fight unless necessary seen as cowardly. Chori for their ingenuity and devotion, but their tendency to be serious often is seen as a buzz kill. Huldufolk are seen as bright and joyous inhabitants of the forest as they are, but their demeanor questions many Batidaens on how they actually feel and their true emotional state. Ursans are welcomed as brothers, due to their similarities in culture, but their devotion more to nature itself opposed to family is quite odd to them. The Gardna are very similar to Batidaens; a similar caste system, prearranged lives, and an act that forgoes all that; the seeking of knowledge for their kind. Although they are quite similar, due to the betrayal thousands of years prior, Batidaens have hatred similar to the Alfar to their kind.
            Alignment and Religion: Although the Batidaens follow a quite rigorous caste system, they themselves due this out of necessity of their civilizations, not because of joy. Most Batidaens but into their positions due the minimum amount of work needed for these tasks, afterward they tend to live lie joyfully from meditation, to day dreaming, and to simple combat training. In fact, most Batidaens are chaotic; believing that freedom of the soul should be placed second above all else. There are some Batidaens that are lawful, and its easier to notice in Provinces with these individuals leading the rest. When it comes to good or bad, most Batidaens are genuinely good, putting others ahead of themselves, however their have been a few cases for evil Batidaens; these tend to wish to entail giant war campaigns across countries for years of joyful war. Majority of Batidaens worship Sun Wukong, due to his identification of freedom and his happy demeanor even in the gravest situations. It’s not unheard of though for Batidaens to worship other gods like Sern and, even on some occasions, Skelrodurn.
            Adventurers: The most typical Batidaen to go on an adventure, or become an adventurer for that matter, is most often the escape of organized life. Others find it a calling to go and seek less privileged individuals and to help them as best as possible. Others find adventuring to be an exhilarating thrill that should be experienced by everyone before they leave this plane; be it and end of great wealth or even death.
            Naming: Batidaens have two names; their caste name and then their given name. The given name is chosen by the father, and can have any meaning relating to himself during the pregnancy of the child. The caste name however is their surname, however appearing first; there are some famous Batidaen caste names, but those who do have it tend to fake it for a higher position amongst other Batidaen societies.
            Male Given Names: Bonyo, Coto, Dono, Phaqo, Ngoro, Zoso, Khogo
            Female Given Names: Dota, Mada, Pawaha, Sanya, Solotha, Thora, Yoza

Batidaen racial traits
+2 Strength, +2 Dexterity: Batidaens are naturally strong and agile.
Medium Size: Batidaens are Medium creatures and have no bonuses or penalties due to    their size.
Normal Speed: Batidaens have a base speed of 30 feet.
Jumper: Batidaens are always considered to have a running start when making Acrobatics checks to jump.
Terrain Stride: Batidaens can move through natural difficult terrain at their normal speed while within the forests.
Kneecapper: Batidaens gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Agile Body: Batidaens receive a +2 bonus toward Climb and Acrobatics checks due to their natural physiology and form.

Languages: Common and Batinese. Bonus Languages: Elven, Goblin, Huldish, Tian, Ursan, Vudrani.

Now what is below the new race, is one of the primary threats to Sernelious in this, the 3rd age of civilization. The creature below would be very similar to Shuma-gurrath, but with a mouth; three rows of anaconda like teeth. The creature also has not been playtested yet, but if it seeps either UP or OP, post and give me some tips to better balance said beasty

U-Ra CR 9
XP 6,400
CE Aberration (psionic)
Init +8; Senses Darkvision 60; Perception +20
Defense
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 Natural Armor)
hp 91 (14d8+28); fast healing 5
Fort +6, Ref +8, Will +12
Offense
Spd 20 ft., fly 30 ft. (perfect)
Melee Bite +14 (2d6+4)
11 Tentacles +12 (1d8+2)
Space 10 ft.; Reach 10 ft.
Spell-like Abilities (CL/ML 9th)
Constant - Detect Magic, Detect Psionics
At-will - Dissipating Touch, Energy Ray, Inertial Armor
3/day - Ectoplasmic Coccoon, Body Adjustment
1/day - Energy Ball
Statistics
Str 18, Dex 18, Con 14, Int 16, Wis 16, Cha 16
Base Atk +10; CMB ; CMD
Feats Ability Focus (Draining Grasp), Combat Reflexes, Flyby Attack, Improved Initiative, Improved Natural Attack (Bite, Tentacle), Multiattack
Skills Fly +21 (14), Intimidate +20 (14), Knowledge (Arcane) +20 (14), Knowledge (Religion) +20 (14), Perception +20 (14), Survival +20 (14), Swim +21 (14)
Special Qualities psionic, draining grasp
Ecology
Environment any
Organization any
Treasure none
Special Qualities
Draining Grasp (Ex) Whenever an U-Ra does a Dissipating Touch on a magical item, item must succeed a Fortitude Save (DC 20). If item fails, all magic qualities and bonus's are lost. Also, U-Ra heals health by amount equal to the caster level of the item nullified.


Well, have a Happy Hallow's Eve watchers.

Wednesday, October 2, 2013

Sorry, but Internet is back!!!

Sorry I haven't posted in a while, I have just gone without internet for a while. Good news is though, I have drawn some basic sketches of the races that are, and to come, so maybe in the next week I will scan them and place them here for a bit of more visual (I'm not the greatest artist, writer first and for most). Other than that, just been working on my first CD, but I need beats at the moment, but I'm going to hopefully work with the brother of the man who helped me get on this track. Oh, forgot to mention, I rap under a persona for the world of Sernelius, and plan to release a few CD's (over the summer wrought thirteen songs, got a few props from my friends). Anyways, Batidaens info should be posted by friday, if not, I'll... Idk, any suggestions?

Monday, June 24, 2013

Huldufolk... skipped the apes, woops

So here are the huldufolk, little fey weirdos of the old forests; coniferous. Need to add some favored class options though


EDIT: Added favored class options
           Added "Impression" term


Huldufolk
The bizarre and curious child-like fey, the Huldufolk are a race beyond the stars. They travel bringing to life the old forests amongst worlds; an enigmatic reason few know.
Physical Description: Huldufolk have pure black skin and are childlike in proportions and height; excluding sexual genitalia for males and breasts for females. Huldufolk have no form of body hair what so ever, no ears, not even a nose. Eyes are pure black excluding the eye itself which usually takes the glow of a phase of the moon tied to the Huldufolks birth. Males and females differ in the fact that a males iris takes the form of a star, both pentacles and the orbs in the sky. While the females eyes appear in the phases of the moon - both having a double pair of eyes nonetheless. Huldufolk are lean even for their size, their are few, if any, fat or muscular Huldufolk.
Society: Huldufolk follow a democratic view as far as decisions are made; the group collectively makes a decision til the majority wins. The closest thing you would call to a leader of a Huldufolk tribe would be their cleric or shaman, but he or she is seen more as a mentor than a leader.
Relations: Huldufolk are a very curious breed, most of the time when outsiders come into their villages they see them as a site to behold, wishing to learn as much as their ways as possible; also giving information when asked in between the endless amount of questions a Huldufolk can actually muster. Huldufolk will welcome outsiders easily, but can easily turn if they see them as a threat to their kind or forest. Huldufolk have little to any hostility towards the other civilized races, in fact most of the races they have favored views towards; the Ursan and their connection to the earth, the Alfar with animals, Batidaens courage, Chori and their ingenuity, and Marleth with their nomadic abilities. Huldufolk have a thirst of curiosity that could rival a Gardnas thirst for knowledge; when two intellectuals of these races gather together, a quick bond is bound to happen. Humans are mixed for Huldufolk, some see them as abusers of nature, others quite the opposite. Although human adults are mixed, Huldufolk love human children; all children in general in fact, but Humans more so. It is even said that some Huldufolk sneak into cities and towns and steal children that are either orphans or abused; some have even killed the abusive hands before leaving said towns.Either way though, Huldufolk don't typically show their actual appearence - only their "Impression".
Allignment and Religion: Most Huldufolk are Chaotic, and those that steer towards Law more do it out of curiosity of being. Huldufolk are mixed morally, there have been some Huldufolk that have actually eaten adventurers who came across their villages. Huldufolk have their own pantheon that is directly tied to the naming of their kind; gods and rituals are held in high-esteem amongst the Huldufolk.
Adventurers: Huldufolk that tend to become adventurers are the even more curious ones of their kinds; a slight terrifying thought. Huldufolk will go out to explore the world and inspect everything of interest, from new plants to people. Few Huldufolkcare for precious materials or wealth, excluding the occasional precious stone here or there.
Naming: Huldufolk have an intricate form of naming system; the first name is a given name by the mother, the second name is chosen by the position of the moon Lunas on the night of their birth, the third name chosen by the time of the Huldufolk year and their zodiac, and the surname their fathers given name.
Male Given Names: Draugin, Flytjandi, Klerkur, Maraa, Prestur, Sverð, Wyymon
Female Given Names: Billa, Eðli, Johannah, Kristin, Reiði, Soley, Yoorii


Huldufolk Traits
+2 Dexterity, +2 Wisdom, -2 Strength: Huldufólk are naturally agile and have childlike wisdom, but lack strength due to their small stature.
Small Size: Huldufólk are Small creatures and gain a +1 size bonus to attack rolls and ac, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Huldufólk have a base speed of 30 feet.
Low-light Vision: Huldufólk can see twice as far as humans in conditions of dim light.
Change Shape: Huldufólk  gain the following supernatural ability: Huldufolk can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The Huldufolk gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Spell-like Ability: Huldufólk can use Invisibility once per day. The caster level of the spell is equal to the character level of the user.
Forest Walker: Huldufólk naturally blend with the forest, but some say it may because of their natural magic. Members of this race gain a +4 racial bonus on Stealth checks while in marshes or forested areas.
Nimble Faller: Huldufolk land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.
Languages: Common and Sylvan. Bonus languages: Batinese, Elven, Gardna, Goblin, Ursan, Terran, Tian.
Favored Class Options
Alchemist Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
Barbarian Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.
Bard Add +1 to the bard’s total number of bardic performance rounds per day.
Cavalier Add +1 to the cavalier’s mounted base speed. In combat this has no effect unless the cavalier has selected this reward five times (or another increment of five). If the cavalier ever replaces his mount, the new mount gains this bonus to its speed.
Cleric Add +1/2 to the cleric’s channeled energy total when healing creatures of the animal, fey, and plant types.
Druid Add +1/3 to the druid’s natural armor bonus when using wild shape.
Fighter Add +1 to the fighters's CMD when resisting a disarm or trip attempt.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Inquisitor Add +1/2 to the inquisitor’s level for the purpose of determining the effects of one type of judgment.
Magus Add one of the following weapon special abilities to the list of weapon special abilities the magus may add to his weapon using his arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious (Core Rulebook); allying, conductive, corrosive, corrosive burst, menacing (Advanced Player’s Guide). Once an ability has been selected with this reward, it cannot be changed.
Monk Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.
Ninja Add +1/4 to the ninja's ki pool.
Oracle Add +1/2 to the oracle’s level for the purpose of determining the effects of the oracle’s curse ability.
Paladin Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).
Ranger Add DR 1/magic to the ranger’s animal companion. Each additional time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/ magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
Rouge
Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
Samurai Add +1 hit points to the Paladin's mount ability.
Sorceror Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
Witch Add +1/4 natural armor bonus to the AC of the witch’s familiar.
Wizard Add +1/2 to the wizard’s effective class level for the purposes of determining his familiar’s natural armor adjustment, Intelligence, and special abilities.

Sunday, June 16, 2013

Brief Information

Well, since I haven't posted anything, at all, for a while... I'm sorry. Here is some brief information about Sernelius.

-Sernelius orbits a blue dwarf.
-It is the fourth planet.
-It's atmosphere is thicker then the earth's considerably, as well as the oxygen level's are higher.
-It has no base metals in its body, excluding its core in which is actually molten silver.
-Although their is no metal in its body of the planet, the plants themselves actually have a denser form of carbon, thus they melt before burning; another coincidence is they have higher amounts of metal within them. Thus, metallurgy is done with melting tree's, and plant life.
-Firewood is found on the planet alone due to the Huldufolk (I don't know if I mentioned them before, I'll talk about that later) and bringing the "old trees" (trees from earth).
-The planet has 3 moons, and 7 rings; one location looking as if their once was a ring there.
-Compasses exist, but are odder in a sense how they work.

That's all for now, ask questions in case you wish to know anything about the world.

Wednesday, May 1, 2013

Coronum Tale

So over the past week, or so, I have thought up the idea to write a story. Using some forms of the personalities of a group of my friends, I am doing a book based on them that will be centering around the south-western continent of Coronum. I will post the link to my deviantart below for those who wish to check out my minor works I have written (not many at all), for I will be posting it their as opposed to here. Thank you for your time readers, may your days be joyous and great.

http://him-svlogthir.deviantart.com/

EDIT: Here is a link to a forum I manage, any ideas you have for the world you may post there; all you have to do is register.

http://sernelius.freeforums.org/index.php?sid=2085c001785eb42aeddd63ade2aec7ef

Thursday, April 4, 2013

Hundred Posts, woot... also Alfar


Got to hundred views last week, so huzzah. Now I will be releasing a new race; Alfar.  They are Elves, similar to the high elves of golarion. As a side note, after the first hundred posts I would like to tell something a little of Sernelius; right now their are three moons in orbit around the world, as well as what appears to be eight rings; similar to saturn. SO here's the race, post comments below, and thank you for your time.

Alfar
Alfar are a free-spirited race and a kind hearted people, unlike their more stoic cousins - which is but one of the many differences. Alfar are more open to those they first meet; opening up with bright greetings. Once this occurs, they determine who the person is before further opening up to them or shunning them. Alfar have the same attachment to their environment as their kin; morphing and altering due to their environment, although it is at a quicker pace, happening over a matter of months. Alfar who live with the shorter-lived races see this time should be spent having as many joyous occasions as possible, making sure each moment is as worthwhile as the last.
Physical Description: Alfar are near identical when it comes to their kin in physical weight and height, taller than humans and a lanky physique accentuated with pointed ears, but differ in both hair and their eyes. Their hair is typically unkempt varying in colors from dark brown to bright green and fire red to dark purple; typically the same color as the natural fauna they were born in. Although their hair is typically the same as the area they live in, their eyes vary in all forms of colors from yellow to lavender, to black to white. Alfar clothes are loose and practical; worn not for appearance purposes, rather for use in hunting, work, and survival.
Society: Alfar feel a great bond with the forest; an eternal being that gives and takes from all that choose to reside within her. They see anyone who chooses to alter nature in anyway as rash and incapable of learning from the more natural things. Alfar move from one land to another every season over the course of a two week venture. If they find the area to beuninhabited, they will establish it as their new home, however if it is inhabited, they will move again and continue this process.
Relations: Alfar easily dismiss those who disregard nature, seeing these people as fools, but they are excellent judges of character. Alfar honor their Chori kin, and many tribes of Alfar let them into their groups with open arms. Alfar see many humans living to quick; not taking enough time to see nature and its beauty. Alfar have a deep bond with the Marleth, a great bond amongst their people a few millennia’s ago was formed, thus it’s been seen that some Alfar groups have Marleth with them. Alfar honor the commitment that the Huldufolk have with the forest, but they see that the alteration of the forests as weird counterproductive to the natural simplicity of nature. The Ursan full commitment to the order of nature is a great connection they have with one another, but Alfar see the Ursa as too ferocious and rash, unlike the calm of the forest they worship. Just as the Marleth, the Alfar have a bond with the Gardna, although a different form. The Alfar have a deep hatred for the Gardan and their kind after a betrayal that occurred thousands of years ago. Many Alfar feel this way to the Gardna, but some have grown to look past that, typically those in the east of the world of Sernelius. Alfar see the Batidaens similar to them, honoring their connection with nature and using the terrain to survive, but they find them curious and weird with their great connection to fighting and war.
Alignment and Religion: Most Alfar are Chaotic Neutral, They prefer gods and deities that follow their views; typically Nethys and Rodvervor. Nethys, because of Alfar deep connection to magic and Rodvervor, because she is the embodiment of nature itself. Many Alfar worship Coosath because he is the embodiment of Alfar and their ideals.
Adventurers: Many Alfar seek to embark on adventures to seek and see the beauty of the natural world, as well as to seek further insight and knowledge. For those raised in urban environments, Alfar see adventure as a deep seeded calling. Alfar traditionally seek to be away from melee, rather preferring classes that either use magic, psionics, and other forms of ranged combat.
Male Names: Aikanaro, Angrod, Arafinwe, Elessar, Elladan, Elrond, Findecano, Finwe, Oropher, Taurnil, Valandil
Female Names: Anie, Aredhel, Celebrian, Earane, Elemmire, Enelya, Finduilas, Idril, Isilwen, Lessian, Nienna

Alfar Traits
-+2 Dexterity, +2 Wisdom, -2 Constitution: Alfar are agile in body and insight, but are frail in body.
-Medium: Alfar are Medium creatures and have no bonuses or penalties due to their size.
-Normal Speed: Alfar have a base speed of 30 feet.
-Low-Light Vision: Alfar can see twice as far as humans in condition of dim light. See chapter 7 of core rulebook.
-Elven Immunities: Alfar are immune magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
-Elven Magic: Alfar 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.
-Poison Use: Alfar are skilled with poison and never risk accidently poisoning themselves when applying it to weapons.
-Keen Senses: Alfar receive a +2 racial bonus on Perception skill checks.
-Weapon Familiarity: Alfar are proficient with longbows (including composite longbows), short bows (including composite short bows), and treat any weapon with the word "elven" in its name as a martial weapon.
-Languages: Alfar begin speaking Common and Elven. Alfar with high intelligence scores can choose from the following: Batinese, Draconic, Gardna, Gnoll, Goblin, Guttural, and Sylvan.



Racial Traits
Agile Striker
You have mastered combat with guile and finesse. You receive a +1 trait bonus to bluff check to feint in combat and +1 bonus to acrobatics checks to move through a threatened area. One of these skills (your choice) is always a class skill.

Forest Hunter
You are a master of the forest and can easily find any prey. You receive a +1 trait bonus to Follow Tracks while in forests and a +1 to get along with the wild in forests. Survival is always a class skill.
Favored Class Options
Alchemist Add +1/2 to the number of bombs per day the alchemist can create.
Barbarian Add 1 to the Alfar’s base speed. In combat this has no effect unless the Alfar has selected this reward 5 times (or another increment of 5); a speed of 34 feet is effectively the same as a speed of 30 feet, for example. This bonus stacks with a class’s fast movement feature and applies only under the same conditions as that ability.
Bard Add 1 to the Alfar total number of bardic performance rounds per day.
Cavalier Add +1 hit point to the cavalier’s mount. If the Alfar ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the cavalier’s class.
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 1/2 to the number of uses per day of that domain power.
Druid Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid’s Wisdom modifier. The druid adds 1/2 to the number of uses per day of that domain power. For Alfar druids, whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the Alfar replaces her animal companion, the new companion gains these bonus skill ranks.
Fighter Add +1 to the Alfar's CMD when resisting a disarm or sunder attempt.
Gunslinger Add +1/4 to the Gunslinger's Grit maximum.
Inquisitor Add +1/2 on Sense Motive checks and Knowledge checks to identify fey.
Magus Add +1/4 to the Magus's Arcane Pool.
Monk Add +1 to the monk’s CMD when resisting a grapple and +1/2 to the number of stunning attacks he can attempt per day.
Ninja Add +1/2 bonus on Acrobatics checks to move through threatened space and Bluff checks to create a diversion to hide.
Oracle Reduce the non-proficient penalty for one weapon by 1. When the non-proficient penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat with that weapon.
Paladin Add +1/2 bonus to one save type (maximum +4)
Ranger Choose a weapon from the following list: longbow, long sword, rapier, short bow, short sword, or any weapon with “elven” in its name. Add a +1/2 circumstance bonus on critical hit confirmation rolls with that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
Rouge Add a +1/2 bonus on Disable Device checks regarding magic traps and a +1/2 bonus to trap sense regarding magic traps.
Samurai Add +1 hit point to the samurai's mount. If the Alfar ever replaces his mount, the new mount gains these bonus hit points. These bonuses only apply to a single mount gained as part of the samurai's class.
Sorcerer Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
Summoner Add +1/4 to the Eidolon's evolution pool.
Witch Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Wizard Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

EDIT: Changed Alfar, Elven Magic added and what not.

Friday, February 22, 2013

Chori edit

I'm sorry, I haven't posted in a while, so I decided to post this; the Chori. Basically, my take on half-elves. So here is the race, two weapons, some subraces... need to finish favored class options. Here you go everybody.


Chori
"It seems, sir, that their is an oasis on the other side of the valley, although it seems their is a hoard of monstrous scorpions surrounding it. What is your command?"
"You should know by now what we are going to do."
"Understood sir, I will advance the caravans."
"Good, nothing better than a meal with a drink. The total relaxation package."
-Sanguine and Azure Darksand
Chori clanhead and warrior in training

A race of Humanoids, Chori are known simple as "The Nomads of the Sea." It is unknown where they hail from, some theorize another plane altogether, but wherever there are seas; the race is surely to be found. They are known for their tenacity to never give up in combat and to even die trying to defend their family and allies. They travel the seas and search for structures which they call home, using as much as they can without creating anything unnecessary, and destroying the nature in the process.
Personality: Chori are a very serious race, but they'll joke around when they have nothing to fret. Due to living in the seas for, what one could assume, their entire races history, they must be serious in any case so that their clan is safe as possible. They will never give up on their goal if one is set before them, making sure that they accomplish it no matter the level of difficulty. Although this may be the case, they tend to help out anyone they meet while traveling the seas, but their precautious for those who they meet. They tend to not take kindly towards prideful individuals, and even less so to manipulators, in some cases even mortally wounding these people.
Physical Description: Chori are average in height and build, although for some reason they appear to be slim no matter the weight. Their height can range from 4-1/2 to 6 feet tall and weighing on average 115 lb. for females and 135 lb. for males. Even if males or females are heavy, they don't appear to be, in fact, they always appear to be thin. Although in some matriarchal clans, the females are said to appear fat; nobody knows why, but it occurs randomly. They are very agile, but tend to be frail. Although they have lived in the seas, their skin is incredibly pale. It ranges from white to a light tan and having hair that is usually comes in the shades that are natural to humans. Chori have body hair typical for humans, some males grow beards usually only on their chin's. They prefer simple clothes, only wearing what is necessary to survive the sea, but is typically white baggy clothing to hide weapons from their enemies as well as their skin from the sun, although it doesn't affect them at all. Their facial appearances are usually referred towards females as cute, and males as stoic. A Chori reaches adult age at around 80 years old and can live up to more than 500 years old. All Chori lack Irises, but their eyes are instead one solid color, ranging from white to dark purple. Chori also have pointed ears very similar to elves, although they are longer than most high elves.
Relations: Chori consider most races as the same, nothing against them, but nothing for them either. They have no true relations towards any race, but will help anyone that they find that wanders the sea. They always show the greatest amount of aspiration and kindness towards individuals who seek adventure and appreciation for nature. The only time they have tenacity towards any person, or group, is either due to cowardice, pride, or the destruction of nature itself.
Alignment: Due to the Chori's belief that all should be helped, unless they show signs of weak will, they gravitate towards good. Chori don't care too much of the idea of law or chaos, usually leaning towards neutrality.
Chori Lands: Although it is unknown where the Chori originally hail from, they currently rreside in Siblinthias. Most Chori live in the seas living in nomadic clans usually numbering from 20 to 70 individuals, in some extreme cases 100 individuals. They seek the seas for it is the only place that has not been touched by other races and altered in anyway. It is the epitome of survivability, something they view as symbolic to themselves. They travel across the seas, looking for abandoned structures, oasis's, caves, and underground tunnels so that they can build their homes. They frequently meet others through their travels and protect them while they can. Chori met in anything other than seas are usually on a pilgrimage to protect and save others, as well as to see the destruction of the natural world from other races.
Religion: Chori don't worship any particular god, but instead view that the world itself should be worshiped. Although this may be the case, clerics in Chori society tend to worship Barufax and Suisund due to the two gods connection to the sea.
Language: All Chori know common along with elven. Elves view this language as crude, and they refer it to having an accent. The Elves aren't entirely sure how the Chori know elven, but for as long as the Chori have been, they have spoken both languages.
Names: When a Chori is born, they are immediately named within minutes. Chori first names are usually named after synonyms to color, usually referring to either their eyes or hair. All Chori have the same surname, the exact same as the clan they are born into. The surnames are based around things that are seen in the sea. Some Chori are given a middle "nickname" in life after being observed during childhood and they are seen as unique. These names refer to how they act, and are chosen by their parents, the clan head, or the elder council of the clan.
Male Names: Alabaster, Atramentous, Azure, Beryl, Ocherous, Sanguine, Violaceous, Xanthous.
Female Names: Amaranthine, Amber, Cerulean, Melanoid, Pallid, Scarlet, Titian, Viridian.
Surnames: Blazingsun, Darksand, Flatland, Gushingflood, Nightplain, Sandrose, Shadowdune, Stormcloud, Sunoasis, Windgust.
Middle Names: Angst, Curiosity, Despair, Ecstasy, Grief, Lust, Jealousy, Pity, Remorse, Sorrow.
Adventurers: Chori take adventuring to bring good to society and to see and experience the ideas of nature and civilization. Chori seek to help out others, and adventuring is what they view as the best way possible. They also wish to see the rest of the world, soaking up the natural environment wherever they go.

Chori Racial Traits
- +2 Dexterity, +2 Intelligence, -2 Constitution: Chori are agile and intelligent,but frail. A Chori's finesse makes him a better at dodging blows while in combat.
-Medium.
-Chori base speed is 30 feet.
-Low-light vision: A Chori can see twice as far as a human in starlight, moonlight, tochlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
-Weapon Proficiency: Chori receive the Exotic Proficiency feat for the Karambit and the Wind and Fire Wheels. The Chori use these weapons through their travels with great proficiency, training with them at a very young age.
-Elf Blood: Chori count as both elves and humans for the purposes of items, classes, etc.
-Elven Immunities: Chori are immune to magic-induced sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
-Keen Senses: +2 racial bonus on Perception checks: Due to the Chori's great ears they can easily hear well than humans.
Indomitable Reactions: Chori have Improved Initiative as a bonus feat.
-Automatic Languages: Common and Elven. Bonus languages: Batidaen, Gardan, Guttural, Huldish. Chori learn the languages of the primary races while along their sea travels, just in case they aren't as truthful as they say.

Weapons
The Chori use two weapons not commonly found in most countries, both weapons created by them; the Kambit and the Wind and Fire wheels.
Karambit: This light one-handed exotic weapon is similar to a hooked dagger usually a foot long in length. While this weapon is weilded the user gains a +2 bonus to resist disarm checks and can use these for climb checks as well.
Wind and Fire Wheels: These duo light-handed weapons are always used as a pair, and are sold as such. The weapons is fifteen inches in diameter. One quarter-segment has a padded grip with a cross-guard; the other three segments have protruding flame-styled blades. With one wheel in each hand, the practitioner can slash, stab, parry, or disarm an opponent. The user gets a +2 bonus on disarm checks when using these weapons.
Weapon Cost Damage Critical Range Weight Type                                                                                                                    Karambit 25 gp 1d6 19-20/x3 - 2 lb. S or P  
Wind and Fire      60 gp      1d6                   18-20/x2     -       5 lb.        S                                                                                    Wheels
Random Height and Weight
Race Base Height Base Weight Height Modifier Weight Modifier
Chori, Male 4' 8" +2d8 100 lb. x (5) lb.
Chori, Female 4' 5" +2d8 80 lb. x (5) lb.

Random Starting Ages
Barbaian Bard Cleric                                                                     Rogue Fighter Druid Sorceror Paladin Monk Adulthood Ranger Wizard
Chori 80 +3d8 +4d8 +5d8

Aging affects
Middle Age Old Vernerable Maximum Age
163 years 244 years 325 years +2d% years

Subraces
The above info describes what most consider the "True Chori", otherwise the most common variety. Their are four other major subraces of the Chori, so similar to the race, that many believed they were originally Chori with minor mutations.

En-Chori
Unlike their so-called cousins, the En-Chori are naturally tough and lack agility that their brethren have. They appear the same as their relatives, excluding their bulkier and taller appearences as well as darker range of skin. The En-Chori are commonly found within Chori clans and families, commonly suited towards being body guards due to their natural tough exteriors. They have also been known to live in their own clans, but are usually always found with at least one "True Chori" within their group.
En-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Constitution, +2 Wisdom, -4 Dexterity. These adjustments replace the True Chori's ability score adjustments.
- Darkvision out to 60 feet. This trait replaces the True Chori's low-light vision.
- Weapon Proficiency: Unlike their cousins, the En-Chori trained with a different set of weapons from youth. En-Chori have proficiency with the Siangham and the Halberd. This replaces the True Chori's weapon proficiency.

Il-Chori
Very similar to the True Chori, the Il-Chori are very good at subterfuge and sneak attacks. The Il-Chori have the same build as the their cousins, although their skin appears in shades of blue and their hair is is commonly white. Il-Chori are found in small tight knit clans, usually refraining from meeting outside individuals. They are sometimes hired for assasination's due their innate ability to not be seen.
Il-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Dexterity, +2 Intelligence, -2 Charisma. These adjustments replace the True Chori's ability score adjustments.
- Weapon Proficiency:  Unlike their cousins, the Il-Chori trained with a different set of weapons from youth. Il-Chori have proficiency with the Eagle's Claw and the Fingerblade. This replaces the True Chori's weapon proficiency.
- Natural Stealth: The Il-Chori have a natural aura about them that makes them hard to Notice. Il-Chori recieve a +2 bonus towards Stealth checks. This replaces Desert Runner.

Ar-Chori
The Ar-Chori are distant relatives to the True Chori, they are known for their riding skills. The Ar-Chori are built the same as the True Chori, although they do look scrawnier than their brethren. Ar-Chori are found in clans the same size as the True Chori, although they are commonly found herding animals of the sea. They are commonly found passing through towns within the sea, unlike their cousins, and give safe passageway for in exchange of food.
Ar-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- +2 Dexterity, +2 Charisma, -2 Strength. These adjustments replace the True Chori's ability score adjustments.
- Weapon Proficiency:  Unlike their cousins, the Ar-Chori trained with a different weapons from youth. Il-Chori have proficiency with the Lance and Halberd. This replaces the True Chori's weapon proficiency.
- +2 racial bonus to Ride checks; The Ar-Chori have been training to use mounts since they were young. This replaces Keen Senses.

Tu-Chori
The Tu-Chori are near exact duplicates to the True Chori, excluding a few qualities. Unlike the True Chori, the Tu-Chori are commonly found in cold plains opposed to warm seas like their cousins, but have the same idealogy. They share the same group dynamics as their cousins, although they are more serious than their brethren.
Tu-Chori Traits (Ex): These traits are in addition to the True Chori traits, except where noted.
- Weapon Proficiency: Unlike their cousins, the Tu-Chori trained with a different set of weapons from youth. Il-Chori have proficiency with the Ice Axe and Iuak. This replaces the True Chori's weapon proficiency.


EDIT: Chori are considered Half-Elves for favored class options; traits however are not.