Saturday, 11 August 2012

E is for Elves

According to the Advanced Race Guide, elves are designed as a 10 RP race. On Porphyra, elves possess a slightly different set of racial characteristic as befits the setting and vision of what we want elves to be going forward. For the most part elves of Porphyra are very similar to the elves of your standard world with a few substitutions.

In place of the elven immunities racial characteristic, elves possess the dreamspeaker characteristic.

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).

And elves are far more magical and far less war-like than their traditional counterparts. They lose weapon familiarity and gain the arcane focus characteristic.

Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.

This is actually lowers their RP to 9 points so I'd add a couple more things in.


Sociable (1 RP): When members of this race 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.

Magical Mind (2 RP): Elves receive a +2 racial bonus on Spellcraft checks.

So the final package looks like a 12 RP race that is social and magically inclined.

Porphyran Elf Racial Characteristics

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
  • Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magicuser, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
  • 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).
  • 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.
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks.
  • Magical Mind: Elves receive a +2 racial bonus on Spellcraft checks.
  • Sociable: When Ã«lves 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.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.



Faunra, Elven Spelldancer
Female elf magus (spelldancer) 7
NG Medium humanoid (elf)
Init -1; Senses low-light vision; Perception +3
DEFENSES
AC 12, touch 11, flat-footed 10
(+1 armor, -1 Dex, +2 insight)
hp 42 (7d8+7)
Fort +6, Ref +3*, Will +6
Defensive Abilities dance of avoidance
OFFENSES
Speed 30 ft.
Melee +1 quarterstaff +9 (1d6+3)
Special Attacks spell combat, spell recall, spell strike
Magus Spells Prepared (CL 7th; concentration +10[+12 defensively])
   3rd -fly, monstrous physique I
   2nd -blur, bull's strength, elemental touch, web
   1st - chill touch, enlarge person, frostbite, magic missile, shield
   0th (at-will) - acid splash, detect magic, ghost sound, ray of frost, spark
STATISTICS
Str 14, Dex 8, Con 12, Int 16, Wis 13, Cha 10
Base Atk +5; CMB +7 (+9 reposition/trip), CMD 18 (20 vs. reposition/trip)
Feats Combat Expertise, Improved Reposition, Improved Trip, Quarterstaff Master (B), Weapon Focus (Quarterstaff), 3
Skills Acrobatics +9, Fly +9, Knowledge (arcana) +13, Perception +3, Perform (dance) +10, Spellcraft +15; Racial Modifiers +2 Perception, +2 Spellcraft
SQ arcane focus, arcane pool (6), arcane movement, elven magic, knowledge pool, magus arcana (familiar, spell shield), spell dance
Languages Common, Draconic, Elven, Orc, Sylvan
Gear bracers of armor +1, bandages of rapid recovery, ring of arcane signets, ring of the shepherd, plus 400 gp of additional gear.
DEMOGRAPHICS
Deity Neria
Homeland The Advent Imperiax

* Faurna possesses a fox familiar which grants her a bonus to Reflex saves.

Faurna is part of the resistance that is trying to reclaim the region of the Advent Imperiax from the otherworldly invaders known as the Femanx. Originally one of the honored non-Femanx in the region, Faurna became increasingly distrustful of the Femanx's true plans for their time on Porphyra especially since they have allied themselves with large numbers of Erkunae.
   With the other members of the resistance known as the Broken Convanent, Faurna hopes to discover the true intentions the Femanx have hidden within Mezzoax and to cleanse the region of Erkunae influence.






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