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.

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