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About Emerald Delta WatersWhatever?? like don't get so twisted up!!! Emerald Delta Waters
Skills Acrobatics +4, Appraise +8, Bluff +2, Climb +1, Craft (ships) +9, Diplomacy +2, Disguise +2, Intimidate +2, Knowledge (arcana) +11, Perception +3, Profession (sailor) +12, Sleight of Hand +4 (+6 to checks regarding items in the wrist sheath), Spellcraft +11 (+13 to identify magic item properties), Survival -1 (+1 to avoid becoming lost), Swim +17; Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties SQ amphibious, bloodline arcana (+1 to save DC & CL of spells with electricity or sonic descriptor), school (admixture specialist), bloodlines (stormborn), elven magic, opposition schools (enchantment, necromancy), vain, versatile evocation, water breathing Languages Aquan, Celestial, Common, Draconic, Elven Language Underwater:
Most aquatic races can speak Common, allowing them to communicate with many surface races. But aquatic creatures, particularly those who are nonamphibious, are used to talking underwater, where sound carries differently. As a result, they speak with rounded consonants and elongated vowel sounds. Some surfacers may mistake the accent as one from a different land region, while others don’t even notice the lilt to an aquatic speaker’s Common.
Generally, a character who succeeds at a DC 15 Linguistics check can identify an aquatic speaker’s accent as that of a person who learned to speak underwater. Since sound and speech travel farther through water, aquatic creatures tend to talk in a lower, firmer tone in their native environment. This doesn’t always work in the air, and aquatic adventurers new to the surface may have a hard time making themselves heard. Land dwellers may accuse their aquatic companions of whispering or muttering. Some aquatic creatures tend to overcompensate for their habit of speaking quietly by shouting; locathahs, in particular, enjoy raising their voices to make themselves heard (though this is a benefit to surfacers who don’t like to get close to the fishy-smelling creatures anyway). After several weeks or months on land, however, most aquatic travelers learn to speak at a moderate volume. Tips for roll playing in a undersea adventure:
Meeting Locals: Residents of coastal communities may have long experience interacting with aquatic creatures, while individuals farther inland may have never met aquatic creatures. Some adventurers, especially cecaelias and locathahs, enjoy being the first aquatic creature a person has ever seen. They happily engage with strangers, proudly displaying their anatomy (in whatever manner they deem socially appropriate, of course) and discussing their life under the sea. Tritons generally don’t mind conversing with surfacers, but they aren’t prone to idle chatter the way cecaelias and locathahs can be. Disguises: Some aquatic creatures are more reluctant to stand out. Aquatic elves, gillmen, and merfolk all value their privacy and are suspicious of surface dwellers. For aquatic elves and gillmen, it’s relatively easy to take on the appearance of a surface race. Merfolk and members of monstrous races have a more difficult time concealing their appearances. However, aquatic creatures with humanoid torsos and facial shapes—even merfolk—can make good use of mundane disguises. A long robe or gown can conceal a finned tail, a hood or wide-brimmed hat can shade facial features, and a scarf can obscure gills on the neck. Tracked Resources:
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds (2), alchemist's fire (3), alchemist's kindness (10); Other Gear haramaki, aldori dueling sword, cestus, dagger (4), dart (6), mwk dagger, * masterwork handaxe Axe, Emmy, amulet of natural armor +1, arcanist starting spellbook, backpack, bandolier, bedroll, belt pouch, blotter (0.2 lb), broadsheet, compass, earplugs, hammock, ink, inkpen, inkpen, knife for cutting quills into pens (0.5 lb), mess kit, pen nibs, pigment for making ink (0.2 lb), ruler, small (0.1 lb), soap, spell component pouch, trail rations (5), traveling spellbook, vial, waterproof bag, waterskin, weapon cord, wet suit, wooden holy symbol, wrist sheath, Fishgut's cookbook (using the tome while cooking grants a +1 circumstance bonus on Profession [cook] checks, journal for Arron Ivy, Besmara's Tricorne (Manny claims it but Sandara gave it to Emma)
Treasure tracking:
* six spears (hard as poles to carry barrel) * large 4 man tent - used to carry barrels. * two light ballistas - on ship * light catapult - on ship Wand of cure light wounds- 5/8 charges
Chest containing: * Scattered gems worth a total of 250 gp, 56 gp, and 97 sp. * scrimshaw blade of great workmanship depicting an octopus worth 125
* jawbone of a shark carved with scrimshaw images of a vast
* a huge hooked tooth from some colossal sea creature with a seaweed
1 finely tailored courtier’s outfits, worth 30 gp each. 1 each person and two in the chest. lobster pot containing: * Eight 4-pound silver ingots, each worth 20 gp. Loot: * 3 Giant Coconut crab carapace for bone armor * 3 small quarter cask barrels rotten food, now purified food, * Two small Octave barrels of very cheap perfume worth 25 gp each. * Wedding dress inlaid with pearls and set with three tiny rubies (worth 400 gp), - Sandara carrying 2 silver hatpins set with tiny obsidians worth 5 gp each, (2 each person) - Sandara wearing * Among the furnishings in the lodge looted from the ship Infernus, wrecked on the beach, including a comfortable bed, a small writing desk, cooking gear. - leave in place. * A score of chickens and three goats wander freely throughout the
* 12 barrels containing 20 gallons of oil each, - on ship * 14 pigs - on ship everyone received over 200 GP for their share of taking the Man's Promise. Plugg +1 Cutlass and a MSW Cat O Nine Tails. 2 points of punder will be needed for squibbing the ship. potion of cure moderate wounds,
tidewater cutlass (+1 cutlass; see page 59),
Laroisael gear RETURNED:
Plunder Points:
Plunder
Experience Tracking:
:
xp= 15 each for Bilge Spider from the first day, first days work, everyone gets 100 XP. Fight xp=200 each xp=135 for fist fight with pirates xp=100 each for completing first days task xp=100 Emerald for entertaining Pirates (telling stories) xp= 135 each for 4 Dire Rats, owlbear xp= 100 xp each and 67 xp each. DM Updated experience xp=50 pirate music for Laroisael
so 942 for Laroisel, 992 for Emerald and 892 for everyone else.
Jack Scrimshaw helpful, 40 XP each Revised
Everyone gets 100 XP for surviving the Storm.
Abilities:
-------------------- Special Abilities -------------------- Admixture Associated School: Evocation Amphibious (Ex) You can survive indefinitely on land. Arcane Reservoir +1 DC or CL (6/day) (Su) Pool of points fuel exploits, or can expend to add +1 CL or DC while cast spell. Bloodline Arcana: Stormborn +1 to save DC and CL of spells with electricity or sonic descriptor. Consume Spells (2/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir. Country Born Ignore 1st fatigue/exhaution in a day, +1 Will Elven Immunities - Sleep You are immune to magic sleep effects. Elven Magic +2 to spellcraft checks to determine the properties of a magic item. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks. Energy Resistance, Sonic (5) You have the specified Energy Resistance against Sonic attacks. Expanded Preparation (+1 1st-level spell) You can prepare more spells than other arcanists can. Prerequisite: Arcanist level 1st. Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Stormborn +1 DC and CL for [electricity] and [sonic] spells. Stormchild (Resist Electricity & Sonic 5, -1 Wind effects) (Ex) Gain electricity and sonic resistance 5 and treat wind effects as 1 step lower. Swim (30 feet) You have a Swim speed. Thunderstaff (Shock 1 rds, 5/day) (Sp) Touch a weapon to grant the Shock power for 1 rds. Versatile Evocation (6/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types. Water Breathing You can breathe water as well as air. -------------------- Sailborn: You or your people are expert sailors, ranging far and wide in search of booty, fish, or fame. You gain bonus ranks in Profession (sailor) equal to your character level and it is considered a class skill. 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. Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail. Custom spells:
Quick Sober Cures the target of alcoholic influences. Transmutation Level: Brd 1, Cir 0, Sor/Wiz 0 Components: V, S Casting Time: 1 full round Range: Touch Target: 1 creature or self Duration: 1 nstantaneous Saving Throw: Fortitude negates (harmless) Spell Resistance: Yes (harmless) Prestidigitation School
Prestidigitation is a minor cantrip learned by wizards with varying effects. When a wizard casts prestidigitation he can choose any number of effects to occur, any of which must be within ten feet of the caster. Prestidigitation might allow a wizard to move an object of less than one pound, create a small sensory effect, clean or soil items withn one cubic foot, light or snuff out a small light source, chill or warm a pound of non-living material, make a small smark or symbol appear on a surface for an hour or less, produce a small item or image out of nothingness, or make a small, handheld item invisible for a short moments. Uses
So, what's the use of prestidigitation? Actually, it's one of the handiest cantrips around. Change: You transform one object of Fine size or smaller into another object of roughly the same size. The object can weigh no more than 8 ounces. The change must be within the same kingdom (animal, vegetable, or mineral). For example, you could change a piece of paper into scrap of linen, and then change that into a rose. Likewise, you could change a coin into a ring. You could not, however, turn a strip of leather into a piece of paper. Chill: You reduce the temperature of an object by about 40° F, but never below freezing (32° F). After an hour the object's temperature returns to normal. Clean: You remove dirt, dust, and stains from floors, walls, dishes, windows, and the like, leaving these surfaces or objects spotless. You can clean an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. The effect does not remove any foreign object of Fine size or larger. Dirt you remove is permanently gone, but objects you clean can get dirty again just like anything else. Color: You bring color to an object. You can restore faded hues or give it a new color. If you add color, it must be from the visible spectrum (red, orange, yellow, green, blue, indigo, or violet). You cannot change an object's pattern, such as adding or removing stripes or polka dots, but you can change the color in a pattern so that, for example, a blue garment with white stripes becomes green with yellow stripes. Dampen: You leave an object damp to the touch for 1 hour. Damp objects have fire resistance 2 while the effect lasts. Dirty: You soil, spot, and sully walls, floors, dishes, garments, or the like, leaving them dusty, filthy, or stained. You can dirty an object with a volume of 1 cubic foot, or 1 square foot of the surface of a larger object, each round. Dirt you add remains after the effect ends, but objects you soil can be cleaned again just like anything else. Dry: You remove dampness and excess moisture from an object. Moisture you remove does not return after the effect ends, but the object can become wet again just like anything else. Firefinger: You cause a jet of flame up to 1/2 foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM's discretion). Flavor: You give a substance a better, worse, or different flavor. You could, for example, make porridge taste like lobster bisque. You do not change the substance's quality or wholesomeness. Spoiled food remains spoiled, a poisoned drink is still deadly, and inedible material provides no nourishment -- you can make a twig taste like steak, but it remains a twig. Gather: You neatly collect numerous objects. The objects you gather can be no larger than Fine size, no two items can be more than 10 feet apart, and their total weight cannot exceed 1 pound. You can place the gathered objects into a container you touch, or you can form a stack or pile that you touch. You can gather selectively; for instance, you can pick up just the coins from an area. Polish: You bring luster to a wood, metal, stone, leather, glass, or ceramic object. The object must be clean to start with. It remains shiny after the effect ends but can become dull again like anything else. Sketch: You create a two-dimensional visual figment of whatever you desire. You can leave the image hanging in the air, in which case it is immobile, or place it on a mobile object, such as a shield. The image can be no more than 1-foot square, and it lasts a maximum of 1 hour. Stitch: You magically sew seams in textiles or leather. You can create new stitching or repair old work. Unlike the mending cantrip, you cannot heal rips, holes, or tears (though you can patch or sew them together). If you have thread on hand, the stitches you make remain after the effect ends, but they are no stronger or weaker than normal stitching. You also can sew without thread, but then the seams last only an hour. Tie: You magically tie a firm knot (as though taking 10 with the Use Rope skill) in a thread, string, cord, rope, or cable up to 10 feet long. You can knot together two such objects if they're within 1 foot of each other. Warm: You increase the temperature of an object by about 40° F, but never above 140° F. After an hour the object's temperature returns to normal. Crustacean Carapace
CASTING Casting Time 1 standard action
EFFECT Range personal
DESCRIPTION You gain a hard, non-metallic exoskeleton, which grants you a +4 natural armor bonus and allows you to ignore penalties to attack and damage caused by being underwater. Special Abilities Details:
Arcanist Exploit:
Arcane Barrier (Su)
Arcane Barrier: While the steep price increase for multiple daily uses hurts it, and it can’t be used as an immediate action, it is a swift action that lasts for 1 minute per arcanist level. At 1st level, it can increase your hit points by nearly 50% if you have a better than average Charisma, and if you aren’t surprised, you can turn this on before an encounter and basically gain the benefit of Toughness. Altered Shifting: (From Advanced Class Guide Origins). The poor-man’s shapechange. If you are focused on polymorph effects (such as a blade adept eldritch knight), it may be useful to have the option to meld or de-meld your equipment without ending the spell. This works far better with polymorph and greater polymorph than a spell specialized for one creature type, because the power of this exploit is determined by the number of possible forms the spell allows. Arcane Weapon (Su)
Adding any of these special abilities consumes an amount of enhancement bonus equal to the ability's base price modifier. Duplicate special abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added to it before any weapon special abilities can be added. The benefits are decided upon when the exploit is used, and they cannot be changed unless the exploit is used again. These benefits apply only to a weapon wielded by the arcanist; if another creature attempts to wield the weapon, it loses these benefits, though they resume if the arcanist regains possession of the weapon. The arcanist cannot have more than one use of this ability active at a time. This effect lasts for a number of minutes equal to the arcanist's Charisma modifier (minimum 1). Dimensional Slide (Su)
Energy Shield: Though it takes a standard to activate, the fact that it’s measured in minutes rather than rounds means that you can use it if you are given any degree of preparation time whatsoever, and it scales. It can also be tuned to any energy type, rather than requiring you to pick one at level up as with the elemental ray exploits. Ice Missile: The ability to stagger the target makes it the best elemental attack of the bunch (no chargepounce or cast-and-retreat for you!), not to mention the fact that its improved version is the best out of the improved elemental attacks. If the retraining rules are in place, though, you may want to dump it after a certain point. Item Crafting
Metamagic Knowledge
Metamagic Knowledge: Given that this is a prerequisite for one of the best exploits, this would receive a high recommendation regardless of the fact that, hey, it’s a free feat. By the way, when taking a feat at level up, instead of taking a metamagic feat, take Extra Exploit (Metamagic Knowledge). You get the feat and also qualify for the Greater Metamagic Knowledge exploit in one go, making this a better choice. Metamixing (Su)
Potent Magic (Su)
Potent Magic comments: The ability to increase the power of your spells at a critical moment will save lives. Or end them. Whatever works. It’s rated blue because it is one of the most powerful abilities your class receives, if not the most. At clutch moments, it will change the face of the game. Spell Resistance (Su)
Spell Tinkerer (Su)
Greater Metamagic Knowledge
Greater Metamagic Knowledge user guide: Sweet bippity Christ is this awesome. Do you need your fireballs to deal acid damage today? Get Elemental Spell (acid)! Will you be fighting incorporeal creatures? Ectoplasmic Spell! Does the mission you were just given require you to bring back the target alive? Merciful Spell! Is the second half of the campaign undead-heavy? Retrain a feat to get Spell Focus (necromancy), then enjoy access to Threnodic Spell or Thanatopic Spell! Greater Spell Resistance (Su)
Resistance Drain (Su)
Siphon Spell (Su)
Spell Thief (Su)
Suffering Knowledge (Su)
Proposed Feats:
Slashing Grace, Vital Strike, Dodge, point blank shot, precise shot, Combat Casting, Spell Focus, Spell Penetration, Weapon Finesse. Arcane Strike (+2) As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Arcane Weapon (+2)(Su) As a swift action, the arcanist can expend 1 point from her reservoir, weapon gains enhancement, some of which can be spent on the following powers: dancing, defending, distance, flaming, flaming burst, frost, icy burst. keen, shock, shocking burst, speed, spell storing, this bonus stacks with any existing bonus. Traits::
Deft Dodger (Combat): +1 to a weak save. Reactionary (Combat): +2 initiative is huge. Combined with Improved Initiative you’ll go first much more frequently. Resilient (Combat): +1 to a weak save. Warrior of Old (Elf Racial): Identical to Reactionary. Magical Knack
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Focused Mind
Benefit: You gain a +2 trait bonus on concentration checks. Aeromantic Affinity
You treat your caster level as 1 higher when casting spells with the air or electricity descriptor. Arcane Revitalization
Benefit: Once per day, when you confirm a critical hit with a weapon attack, you regain 1 arcane pool point. You can’t exceed your maximum number of arcane pool points. Bladed Magic
Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1. Gifted Adept
Benefit: Pick one spell when you choose this trait—from this point on, whenever you cast that spell, its effects manifest at +1 caster level. Magical Lineage
Benefit: Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level. Student of Philosophy
Benefit(s): You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat). Clever Wordplay
Benefit: Choose one Charisma-based skill. You attempt checks with that skill using your Intelligence modifier instead of your Charisma modifier. Bruising Intellect
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier. Touched by the Sea
You came to port in search of your destiny, and after a few drinks at a tavern you went down to the docks to take in a view of the sea. The last thing you remember is a blow to the back of your head and the waves rushing up to meet you. Benefit You gain a +1 trait bonus on Swim checks and Swim is a class skill for you. In addition, penalties on attack rolls made underwater are lessened by 1. Ship’s Surgeon
You were between ships and after stopping for a drink at a tavern you happened upon a damsel in distress in the alleyway outside. Thinking you could help, you didn’t notice the thugs hiding nearby, and they caught you unawares. You’ve been on enough ships to know a press gang by the blow of the sap on the back of your neck—you just hope whatever ship you end up on needs a surgeon. Although the majority of your equipment was taken away when you were press-ganged, you managed to hang on to a fully stocked healer’s kit, and you begin the campaign with it, regardless of your starting circumstances. Benefit You begin play with a fully stocked healer’s kit and gain a +1 trait bonus on Craft (carpentry) and Heal checks, and Heal is a class skill for you. Ship’s Crew
Pick one of the following skills: Acrobatics, Climb, Knowledge (nature), Knowledge (geography), Swim, or Survival. You gain a +1 trait bonus on that skill, and that skill is always treated as a class skill for you. Characters with this trait have likely been on the ship since it departed it’s original port. Stowaway
Benefit: You gain a +1 trait bonus on Stealth checks and Survival checks to find food. Crowd Dodger
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to move through another creature’s space and to avoid attacks of opportunity for leaving a threatened square. Veteran of the Seas
Heirloom Weapon
Benefit: When you select this trait, choose one of the following benefits: proficiency with that specific weapon
Fate’s Favored
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1. Indomitable Faith
Benefit: You gain a +1 trait bonus on Will saves. Bloodlines:
Stormborn Bloodline Source Advanced Player's Guide pg. 141 You trace your heritage to fierce and proud spirits of storm and sky, and living lightning sings in your veins. Class Skill: Knowledge (nature). Bonus Spells: shocking grasp (3rd), gust of wind (5th), lightning bolt (7th), shout (9th), overland flight (11th), chain lightning (13th), control weather (15th), whirlwind (17th), storm of vengeance (19th). Bonus Feats: Deadly Aim, Dodge, Enlarge Spell, Far Shot, Great Fortitude, Point-Blank Shot, Skill Focus (Fly), Wind Stance. Bloodline Arcana: Whenever you cast a spell with the electricity or sonic descriptor, increase the caster level and save DC by 1. Bloodline Powers: Your mastery of the storm is reflected in the unique panoply of powers you manifest. Thunderstaff (Sp): At 1st level, you can touch a weapon as a swift action, giving it the shock property for a number of rounds equal to your sorcerer level. At 9th level, you can confer the shocking burst property instead, but the duration of the power is halved. You can use this ability a number of times per day equal to 3 + your Charisma modifier. Stormchild (Ex): At 3rd level, you gain resist electricity 5 and resist sonic 5, and treat wind effects as being one step less severe. At 9th level, you treat wind effects as being two steps less severe and gain blindsense 60 feet against concealment from natural or magical fog, mist, or weather effects. Thunderbolt (Sp): At 9th level, you can command a stroke of lightning to strike from above in a 5-foot-radius cylinder 60 feet high. The thunderbolt inflicts 1d6 points of damage per sorcerer level; half of this damage is electricity and half is sonic. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) halves this damage. Creatures failing their saves are deafened for 1 round. At 9th level, you can use this ability once per day, at 17th twice per day, and at 20th three times per day. This power has a range of 120 feet. Ride the Lightning (Sp): At 15th level, as a full-round action you can become a living lightning bolt and move in a straight line up to 10 times your speed. You do not provoke attacks of opportunity while moving in this way. Creatures or objects in your path are affected as by your thunderbolt power. Creatures do not block your movement but solid barriers do unless they are reduced to 0 hit points. You can use this power once per day for a number of rounds equal to your sorcerer level. Storm Lord (Ex): At 20th level, you are one with the storm. You gain immunity to deafness, stunning, and wind effects and gain blindsight 120 feet against concealment from natural or magical fog, mist, or weather. Once per day, when attacked with an electricity or sonic effect, you may forgo your saving throw and absorb the energies of the attack, healing 1 point of damage for every 3 points of damage the attack would otherwise have dealt. Racial Traits:
Sea elves can live either in or out of the water, but most prefer homes in the watery depths of oceans and seas. They establish small communities, uniting with other sea elves as needed for protection but remaining largely independent. Some of these communities are built partly above and partly below the water, with half-elves of sea elf descent living in the open air, while their aquatic kin make their homes below. Sea elves consider themselves an enlightened people capable of appreciating life in more dimensions than other creatures. When they do interact with other races, they often appear aloof and dismissive, as though bored or distracted, though this is not necessarily the case Sea elves are simply thinking of what wonders they might find during their explorations of their watery environs. Considered beautiful by many elves, humans, and similar surface races, aquatic elves are a graceful and quick-witted people. Their skin can be the pale white or gold of beach sand, the russet of living coral, or the green-black of deepwater kelp. Often, aquatic elves’ coloration adjusts to their usual environment over time, sometimes changing over the course of a few generations. Their hair is long and silky, rippling with shades of blue and green. Sea elves have delicate, translucent webbing between their fingers and toes, allowing them to swim adroitly through the water. Adventurers
Those exploring the submerged debris of long-lost cities sometimes partner with adventurers of other races to overcome dangerous traps or guardians. Prideful as they are, sea elves know that other creatures can contribute specialized abilities to an expedition, though they are happiest working with gnomes, halflings, and surface elves, as these creatures are likely to return to the surface when their business beneath the waves is done. Some aquatic elves distrust humans, who they believe conceal expansionist motives and have a reckless disregard for danger—especially as concerns ancient and dangerous magic. Aquatic elves ally with gillmen only when necessary, as they worry that any such collaboration could be a part of some deeper aboleth scheme. Aquatic elves believe that life is more vivid underwater than on land and that exceptional possibilities—both material and spiritual—exist for aquatic explorers. Aquatic elf adventurers, particularly those with no obligations to family or community, seek out hidden caverns, new species of plants or animals, and undiscovered ruins in the deepest reaches of the ocean, believing that their journeys lead to personal spiritual evolution. As with surface elves, aquatic elves often have an aptitude for arcane magic, and the lure of lost power can draw aquatic elf adventurers far from familiar environments. Arcane practitioners venture into submerged abandoned sites associated with other races, such as cecaelias or merfolk, hunting for lost magic items or forgotten spells; these expeditions often bring the aquatic elves into conflict with the races that consider the ruins their own. Aquatic elf adventurers may even leave the ocean and travel on dry land to pursue rumors of particularly powerful treasures, no matter how thinly substantiated. When they do so, they prefer to ally with surfacers who know the area well (or hire one or more guides or specialists), as they harbor an unnatural fear of getting lost while on land and being unable to return to their vibrant ocean homes, even though they suffer no physical detriments from being on land for extended periods of time. Ability Score Modifiers: Sea elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. Size: Sea elves are Medium creatures and thus receive no bonuses or penalties due to their size. Type: Sea elves are Humanoids with the elf and aquatic subtypes. Creatures with the aquatic subtype can move in water without making Swim checks. Aquatic creatures always treat Swim as a class skill.
Languages: Sea 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. See the Linguistics skill page for more information about these languages. Elven Immunities: Sea elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Sea elves receive a +2 racial bonus on Perception checks. Elven Magic: Aquatic 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. Weapon Familiarity: Sea elves are proficient with rapiers, short swords, longswords, tridents, and treat any weapon with the word “elven” in its name as a martial weapon. They do not have proficiency with bows as they are not useful in water. Low-Light Vision: Aquatic elves can see twice as far as humans in conditions of dim light. Other Racial Traits
Random Starting Ages
1 This category includes barbarians, oracles, rogues, and sorcerers.
Random Height and Weight
Alternate Racial Traits
Deep Sea Dweller: Aquatic elves who live far beneath the surface have adapted to the inhospitable conditions of the ocean depths. Aquatic elves with this racial trait gain darkvision with a range of 60 feet and cold resistance 5. This racial trait replaces low-light vision and elven immunities. Surface Features: Some aquatic elves appear almost indistinguishable from surface elves. Their coloring, height, and weight all suggest those of a surface elf, and the webbing between their digits is almost transparent. Aquatic elves with this racial trait gain a +4 bonus on Bluff and Disguise checks when attempting to pass themselves off as surface elves. This racial trait replaces keen senses. Surfacer Antagonist: Aquatic elves generally distrust humans, but for some, the suspicion has become festering hatred. Those who have lost loved ones to human aggression or have watched humans loot artifacts from venerated undersea ruins view all humans as enemies. Aquatic elves with this racial trait receive a +1 bonus on attack rolls against humans. This racial trait replaces elven magic. Favored Class Options
Arcanist: Add 1/4 to the arcanist’s caster level when casting spells with the water descriptor.
Gear to craft or buy:
Haramaki: +1 AC, no arcane spell failure, and at 5 gp you can afford it at first level. Wyroot staff bow (1,000/2,000/4,000): A Wyroot quarterstaff is a fantastic way to recharge your Arcane Pool. Use it to deal nonlethal damage to unconscious enemies and you can quickly recharge your arcane pool for free. Role-playing tips for weak stats:
Every failed Wisdom-based check or save is a story opportunity. You believe the lying NPC, which sets up a greater betrayal later. You get charmed into attacking your party, who now have to creatively neutralize you. You run away screaming from the dragon instead of fighting it as expected. You get lost on the wilderness and spend an extra day retracing your steps. You walk into traps and miss obvious details for hilarious effect. You're really bad at your job, which is maybe why you took up adventuring. From an RP perspective, Wise characters are calm, stoic, aware, grounded. Boring. Your character is reckless, impulsive, and emotional, just like every character in a comedy. You get to do whatever harebrained scheme or ill-advised action pops into your head, and damn the torpedoes! You have more potential for vices and flaws, with important life lessons to learn at every turn. Instead of a tightly controlled cutter, you go through a campaign like a wrecking ball of fun, no matter your alignment. She has high intelligence and charisma but really low wisdom, making her |