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Full Name

Fallen Mage of Ancient Arcadia








Chaotic Neutral

About Fallen_Mage

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Majar Racial Traits:
+2 Charisma, +2 Dexterity, -2 Strength


Speed: 30 ft.

Low-Light Vision

Languages: Majar begin play speaking Common and Majar. Those with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Elven, Gnome, Ignan, Terran

See through the Weave: Spell-like Ability, Constant: Detect Magic

Magically Adept: Majar get Magical Aptitude at first level.

Enclave Protector: Majar add +1 to the caster level of any abjuration spells they cast. They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary. The caster level for these effects is equal to the user's character level.

Skill Training: Majar have Spellcraft and Use Magic Device as class skills.

Weapon Familiarity: Majar are proficient with Scimitars and Bracer Bows.

Majar are not as tall as Elves but taller than Humans and have a physique similar to Half-Elves. Due to their magical nature, their skin tone consists of a range of Pale Violet to Pale Blue and hair that ranges from Dark to Bright Red. The most distinctive features of the Majar, is that their skin never ages past their young adulthood, the only indication of age is in their eyes. From birth to young adulthood their eyes are a Dull Gray. Upon reaching Adulthood, their eyes become a Dark Silver slowly getting brighter as they progress in age, finally becoming a Bright Sliver that nearly glows at Venerable.

Alternate Traits:

Shards of the Past: Some Majar are so in tuned with very fabric of magic, that they live multiple lifetimes. As a result, some of that knowledge travels with them. A Majar with this trait picks two Knowledge skills. She gains a +2 racial bonus on both of these skills, and those skills are treated as class skills regardless of what class the she actually takes. This trait replaces Magically Adept and Skill Training.

Hypnotic Gaze: Every so often, a Majar is born with a subtle pattern in her eyes. Once per day, a Majar can attempt to hypnotize a single target as per the spell hypnotism (caster level equal to its character level). The effects of the hypnotic gaze last only 1 round. This replaces See through the Weave.

Lightbringer: The Majar believe that there are two sides to magic, the light and the dark. A small percentage of them are born with a greater attunement to light. Those born as such are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). Majar with an Intelligence of 10 or higher, it may use light at will as a spell-like ability. This replaces Enclave Protector.

Illuminated Path: Some Majar are born with the potential to accomplish anything. At 1st level, a Majar with this trait can select an Feat. This replaces Magically Adept and Skill Training.

Shadow Magic: The Majar believe that there are two sides to magic, the light and the dark. A small percentage of them are born with a greater attunement to the dark. These Majar add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Majar with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user's character level. This replaces Enclave Protector.

Swift as Shadows: While most Majar are not comfortable with the dark, some have a natural knack for moving among the shadows. These select few reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. This replaces Magically Adept.

Stalker: Perception and Stealth are always class skills for Majar. This replaces Skill Training.

Shadow Sight: These Majar have Darkvision of 60 feet and are dazzled as long as they remain in an area of bright light. Replaces Low-Light Vision.


Light: Majar attuned to the light have the racial traits: Lightbringer and Illuminated Path.

Dark: Majar with an affinity for shadow have the racial traits: Shadow Magic, Swift as Shadows, Stalker, and Shadow Sight.


Velmoru Racial Traits:

+2 Wisdom, +2 Constitution, -2 Strength


Speed: 30ft

Languages: Velmoru begin play speaking Common and Velmoru. Those with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, Halfling, Ignan, Merchant Sign, Tengu, and Terran

Ancient Foe-Vermin : As dwellers of the desert, the Velmoru have had many encounters with the giant insects and arachnids that stalk the sands. This has led the Velmoru to develop many techniques to battle them. They gain a +2 Dodge bonus to AC and +2 CMB Grapple vs Vermin.

Healthy: +2 vs Poison and Disease (including Magical).

Natural Armor: Generations of living in the desert have caused the Velmoru’s skin to harden, bordering on a texture similar to that of an exoskeleton. This gives the Velmoru a +1 Natural Armor to AC.

Bonus Feat: Self-Sufficient.

Weapon Training: Two-Bladed Sword and Khopesh.

The Velmoru are the native people of the Sea of Shifting Sand. Standing at about the same height and weight of humans, the Velmoru skin tone ranges from orange to a deep red. Their eyes are devoid of white, but instead have a light green pigment where it would be. Another distinct feature are their ears, which are fairly large and resemble the fins of a lion fish.
While a nomadic people, one Velmoru tribe maintains two ‘permanent’ camps at the northern and southern borders the desert region. It is at these camps, that the Kohatu Tribe hire themselves out as guides through the Sea of Shifting Sand.

Alternate Traits:

Silver Tongued: Some Velmoru have a natural gift to talk to others. These Velmoru gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature's attitude, they can do so up to three steps up rather than just two. This replaces Self-Sufficient.

Scavenger: While a good number of Velmoru are employed as caravan guides and guards. Others go out into the desert to see what they can find, be it for profit or greed. Velmoru gain a +2 racial bonus on Appraise and Perception checks to find hidden objects (including traps and secret doors), determine whether food is spoiled, or identify a potion by taste. This replaces Weapon Training.

Resistant: Even though the majority of Velmoru have very strong internal fortitude against physical afflictions, there are some that have particularly strong minds. A Velmoru with this trait gains a +2 racial bonus on saving throws against mind-affecting effects and poison. This replaces the Healthy trait.


Language – Merchant Sign: Developed in times long passed, this unspoken language uses a series of hand gestures to convey messages. While primarily employed by merchants, some highborn have taken to learning it so they can carry on conversations without danger of being overheard.


Dunaux Racial Traits:
Type: Aberration

+2 Intelligence, +2 Dexterity, -2 Charisma


Darkvision 60 ft

Speed: 30 ft

Languages: Common. Furthermore, Dunaux with high Intelligence scores can learn any languages they want (except Druidic and other secret languages).

Bite: 1d3 Damage

Frenzy: Once per day, whenever a Dunaux takes damage, it flies into a frenzy for 1 minute, gaining a +2 racial bonus to Constitution and Strength, but a –2 penalty to AC.

Skill Bonus: +2 to Sense Motive

Skill Training: All Dunaux get Sense Motive is a class skill.

Spell-Like Ability, Lesser (1/day): Detect Thoughts. Caster Level = Character Level.

Bonus Feat: Dunaux get Alertness as a bonus feat.

Toxic Saliva: Dunaux get the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a Dunaux can envenom a weapon that it wields or it’s bite attack with its toxic saliva. Applying venom in this way is a swift action.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user's Hit Dice + the user's Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con; cure 1 save.

Created by a Lich, known as The Night Mage, on the distant world of Auralis, the Dunaux began as vicious pawns of his army of minions. Designed to work as a single mind, these beings were linked telepathically with each other to facilitate ease of command. However, over the years they began to evolve with higher intelligence, eventually culminating into a sense of individualism. It was at this point that they rebelled against the Night Mage and freed themselves from his tyrannical rule.
In the decades following, they evolved further to the point that they were no longer of a hive mind. This did not mean that they lost their telepathy, for it is how they communicate and allows them to skim some the surface thoughts of those they encounter. Even though they are more highly evolved, they still have, from time to time, the ferociousness of their ancestors.

The Dunaux are similar to Gnomes in size and weight. The main differences are in skin, eyes, head and hands. Their skin ranges from black to dark blue, their eyes have no pupils and range from red to blue. While their hands only have four fingers, they have no issues manipulating objects.
One of the most distinctive features is the head. The face is narrow and angular with no nose, but two slits where the sides of it would be. Along the top sides of the head are two ridges that run back and join at the base of the skull. Then there is the lack of a mouth. In its place are three mandibles that function similarly to viper fangs. One starts from the chin and points up to the nose slits and the other two located on the outside of the slits pointed towards the chin. The Dunaux use these mandibles to inject one of two kinds of venom. First venom is for digestion purposes, it is injected into their food, which is then liquefied and absorbed through the hollow fangs. The second venom is a little more deadly, as it sucks the life right out of its victim. However a Dunaux can only use their Life-Stealing venom so much before running dry.
Even though they lack a mouth, the Dunaux have no issue communicating via Telepathy. This telepathy is primarily for communication, but they have other mental abilities that allow them to gain a sense of what others are thinking.

Alternate Traits:

Swarming: Every so often, some Dunaux can psychically connect to one another in such a way that they fight as one mind, like their ancient ancestors. Up to two Dunaux can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares. This replaces Frenzy.

Spell-Like Ability, Lesser (1/day): Daze Monster. Caster level = Character level. Replaces Detect Thoughts.

Magehunter: Because of the intense hatred the Dunaux have towards The Night Mage, generations of training have allowed them to perfect techniques to fight arcane casters. Dunaux gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities. This replaces Skill Training and Skill Bonus.

The Oculari:

Humanoid (Aquatic)

+2 Intelligence
+2 Constitution
-2 Strength


Spell-Like Ability - Light 1/Day

Swim Speed 30

Water Child - +4 to Swim Checks

Water Sense - Blindsense 30 Feet against creatures touching the same body of water.