Master Astrologer

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Finally, I remember why I stopped playing this game. Lack of vision. Enjoy the vanilla.

Not gonna waste my time dealing with this for weeks on end when clearly most of you just want a normal game with plain races, plain monsters, on a cheerfully forested world with larger than average lizards, super kitties, sexy psychic amazons and talking ants.

I wish you all happy hunting on Castrovel :), and, aeryk, thanks for letting me stretch my imagination a bit.

@william Nightmoon: good luck with your ideas, man, drow are a tricky but fun concept to toy with ;)

@Green Smashomancer: no hard feelings, man, just not vibing with you and some of the others it seems. sorry to offend :/

And I am out.


@Green Smashomancer:
I seriously wish we were doing an in-person campaign, lol. It would make this back and forth much easier.

I crashed for work and woke up to a 3 and 1/2 hour old post I could have addressed then, lol, is what I'm saying.

Alright, to address each critique:
-The Prehensile Tail trait was more or less a filler, to be perfectly honest, and one that I felt gave the more of a kind of evolutionary feel. As though when mixed with elven blood, agathion blood produces unexpected possibilities. Something along those lines.

-Scent, as well as other sensory abilities are scaled with that RP cost to represent a very defining feature. Nothing more complex than that. Scent is a pretty awesome tool if used right, much like the prehensile tail.

-I'll reevaluate Plantar's Visions.

-Hm, I understand that the RP costs don't quite pan out if you're evaluating them on an RP for Reward basis, but ultimately it represents that different sources a particular bonus can come from. Like, for instance a Dual-Minded bonus comes from a constant inner struggle that sharpens one's will, whereas Iron Will(as a Feat) is derived from honing ones mind through training of some kind. It's a subtle difference, I know, but in terms of roleplaying, pretty big I would think.

I was more leaning towards the very combat-oriented mentality of Archons in general with feats than anything else. Flavor, just flavor.

-The more celestial-specific traits are exactly that, very specific. I'll consider reducing costs but ultimately I may just rework them to be worth it.

-The point of these subsequent racial options is 'hyper-focusing', plain and simple. Guilty as charged. Each Soul Mark is a melding of Elven and a specific kind of celestial's blood, the former of which is(again, for flavor's sake) focusing the possible features of the resultant being. More or less, I am giving the finger to the massive list of possible options aasimar/tielfling lovers have to look at when deciding what heavenly being they want in their genealogy.

-May boost the Janisini's Lesson to accommodate cost. Garuda seem to bear talons on their hands and feet, I'll peruse some material and get back with you on those.

-Dual-Minded, already talked about it in this post. Frenzy was changed to represent the state of mind that comes with it. You lose self-control, thinking critically becomes an issue(Intelligence and Sense Motive penalties indicative of the fallen angel forebear's indecision and mental weakness) and become hyper-aggressive(Savage in appearance, lips curled back to bare teeth and such, and you attain some level of combat ascension, also linked to the fallen angel's blood). Like I said before, guilty as charged for hyper-focusing.

-Attitude Shift is outlined briefly in the Otherworldy Heritage spoiler, but it's basically the effect a halfbreed elf on Castrovel has socially on other pureblooded elves. Basically, they see a claw-handed, pug-nosed, and beady-eyed agathion-blooded halfbreed walking around with a bit more disdain than say a beautiful and glistening angelic one. Make sense?

-Lastly, these are not upgrades. Castrovel is not Golarion. That's it. This is a different world with a different ecology and at this point I think that regardless how one could min-max any of these hybrids they could still easily die being eaten by some megafauna roaming the Castrovel jungles. These hybrids represent a different evolutionary process than golarion's elves and I'll be sure to expound upon that when I add the castrovel elf build.

I am doing my damndest to create something to wet everyon's whistle but it will be a bit before they're all on my profile is all. Just give me some time, lol.

-Peri-blooded was always the weirdest aasimar so I figured some more flavor would be cool for it. Glad you like it :)

@Ammon Knight of Ragathiel:
I have other races in the works. I just ask for some patience. Just need to type them up and tweak them and you'll have all the different options you can desire. All scaled to a world where a giant predatory monster could be lurking around every bend.

Alright, now I must get ready for work. Tomorrow I will begin and hopefully finish the Darkborn and tweaking the Lightborn, possibly getting as far as the others.

Working as fast as I can, lol. I realize this isn't ideal for my fellow players and I'll try to hurry. Work and sleep don't give me a bunch of time I desperately need.


@aeryk: I reworked the Frenzy of the Fallen trait to be more flexible and unique, removing the Str boost in favor of a specified to hit and damage boost as well as a changed penalty suite. My profile has the finished versions of everything I have so far.

Wait. There's more...:
Also, I will add Darkborn(Tiefling), Bloodborn(Dhampir), Beastborn(Skinwalker-I'll look at Castrovel creatures for inspiration), Wildborn(Elemental to include Suli as a kind of aetheric 5th Elemental option) Soul Marks.

Lastly, I'll also be adding the Golarii, a chimeric race of Golarion refugees that crossed over through the elfgates with the elves. They'll include racial builds for mostly human, human halfling, human half-elf, human half-orc, and human half-dwarf hybrids(one for each) with a short backstory on their history and culture on Castrovel since crossing over. Nothing too heavy, just something to build on I hope.

If I gauge my time right I can foresee completing them all by Friday if that's reasonable for everyone? Of course tweaking them as I go according to critiques.


Once aeryk gets back to me I'll crack down on the remaining races but for now the Lightborn are up to specs I think. Please check my profile for the revisions.

@Green Smashomancer::
I reworked Frenzy of the Fallen a bit for more flavor and since I removed the Improved Resistance option I added a custom trait called Fall From Grace. Tell me what you think.


@william Nightmoon::
If I can work out these alternate builds quickly enough you'll be able to choose from Darkborn(Tiefling) and Bloodborn(Dhampir) Castrovel Elven hybrids, as an evil-tinted PC seems to be your favorite flavor as well :)

@Burnscar::
I have a draft for Castrovel Elves as well as an elven version of a noble(like a Drow Noble except... not chaotically evil... and such) called a Sovyrian Scion, which is for the GM's use and largely very powerful. The Castrovel Elves will be a bit more robust with a few subraces much like Golarion's elven subraces with different subtle bonuses.

I'm discussing the validity of the races with the GM anyway. If it's decided that my concepts are too complicated for use than so be it. Otherwise, I'm currently tweaking the Lightborn builds on my profile according to requests. As a simple point, aasimar have no ability score negatives. Hence no negatives with Lightborn. Darkborn, however, will feature significant negatives, being half born of evil and whatnot.

Also, I have alternate, Castrovel-based core race builds(excluding gnomes who did not come to Golarion until after the elves left. more explained if I get that far) on the burner. Something to consider.


@Green Smashomancer: Very valid points. I really do appreciate criticism when it helps me better create :). Thus far you have given great reasons to change around things and I shall do so once I get the opportunity(at work right now and using my phone for fine typing is a nightmare, lol).

In Depth...:

I'll definitely change around Frenzy of the Fallen, one of my favorites(fallen angels are pretty cool) and ultimately I was greatly considering presenting a beefed version of all the core races including elves(all using 15RP, the critical minefield that they are o.O).

Having gone over Castrovel material, the world reminds me of Death Worlds from the WH40k universe where the flora and fauna are exaggerated and sentient/humanoid life has had to evolve a considerable toughness to survive.

Now, the reason I will argue that the elves that passed back onto Golarion are weaker is that they were those of a pampered upper class while those that remained during the Earthfall were heavily affected by the subsequent release of dampening energy emanating from the Pit of Gormuz(Rovagug and his devouring essence and such).

Thus, the elves and their core race compatriots on Castrovel are largely the poor and, as our GM pointed out earlier, more native/savage/this seems borderline racist... But anyway, they are more feral dregs of the elven society. So this would give us Golarion Elves and Castrovel Elves. Glory be to the lore master gods?


@aeryk: I'll revise the resistances to stop at +5 to one and replace the Improved with something else.

I'm planning on using a Darkborn(Tiefling) once I get those drawn up. The Lightborn builds were more for others and as a kind of practice to more narrow the options you'd allow for traits.

True flight does always kind of weird out combat, lol, was just keeping with the theme was all. I'll remove it and I was also considering the weird possibility someone would jump on the combo of Gliding and Vestigial wings(One pair from the arms and the other from the shoulders) so I'll be clamping down on that as well.

If you'd like I can also draft up some more robust standard elves and their different subspecies, leaning more towards skills and feats that special abilities.

@Green Smashomancer: To address your latter point first: My reasoning for these being so flush with options compared to regular elves is that they are based on Castrovel and have evolved apart from the disasters that befell Golarion and are thus much stronger and more suited for the harsh climes of Castrovel.

Attitude Shifts were more an experimental roleplaying element with other pureblooded elves of Castrovel viewing halfbloods as kind of mongrels if their appearances are too strikingly different.

The Garuda wings with now be limited to only Vestigial and Gliding, as per the GM's request.

The Frenzy is modified for Intimidate, yes. Thought it added some flavor.

@Burnscar: They have +2 to two scores that cost in total 5 RP. The Race Builder has Flexible: +2 to two static scores (2RP), Human Heritage: +2 to 1 score of your choice (0RP), and Advanced Score: +2 to a single score (4RP).

Elven Blood gave the option to choose from the standard elven score boosts as a 1RP option for its limits and in lieu of the other elven bonuses and each Soul Mark is like a subspecies of aasimar and uses the 4RP option with an option between each score boost that subspecies of aasimar normally gets. I guess I just like giving options.


@william Nightmoon: Thanks :D, I'll begin the Darkborn(Tiefling) builds once the GM has reviewed the Lightborn ones.


Alright, folks, I proofread this thing as best I could and combed as much material as I deemed relevant. So, upon our GM's discretion and your critiques changes can easily be made to accommodate Castrovel better or what have you.

Regardless, I hope you like them. These are just the Aelvari Lightborn, or Elven Aaasimar, builds I put together. I tried to give them each a feel that reflected their celestial half and also gave you a composite group of options so as to engender a feeling of genuine personal customization.

Some traits are given RP costs (Yes, RP are a bit wonky but I did my best to balance the options.) that I felt were reasonable considering they did not have any listed.

Aelvari, Children of Two Worlds(Core Racial Traits):

(1RP)Type: Outsider Subtype: Native

(0RP)Size: Medium

(0RP)Speed: 30ft

(1RP)Ability Score Modifiers(Elven Blood): Aelvari take after their elven parent a great deal and may choose from +2 to Dexterity or +2 to Intelligence upon creation.

(0RP)Language Quality(Standard): Aelvari start with Elven plus an additional language based on their Otherworldly Heritage. Aelvari with high Intelligence scores can choose from Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.

(4RP)Elven Genetic Memory: Aelvari are first and foremost elves and are immune to magic sleep effects, gain a +2 racial bonus on saving throws made against enchantment spells and effects, and are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Otherworldy Heritage:

(0RP)Otherworldly Heritage: Aelvari are born with the potent blood of elves and one of a large variety of other magical, mystical, and downright alien beings. This second heritage they claim is always downplayed as elven blood is dominant in any offspring, creating an often stronger and much more capable being (something most humans or dwarves would argue with) armed with the genetic memory of remarkable note.
The following are the collection of all the varieties of Aelvari that can be found on Castrovel. Upon character creation you must choose one. The human halfbreed each heritage is similar to is noted in parentheses.
Each heritage and its associated variants incur an associated bonus or penalty to interaction with pureblooded elves via the Diplomacy skill called Attitude Shift.

Lightborn Heritage:

Lightborn Heritage(Aasimar): Lightborn, being of Celestial and Elven blood, are the most widely accepted of Aelvari and by and large the variety elves on Castrovel consider representative of the best and brightest of their kind. Many Lightborn benefit from full privileges that other Aelvari can only imagine with only the most bestial varieties garnering some level of racism.
All Lightborn have Celestial as a secondary racial language.
Lightborn are further differentiated by their Celestial half in much the same way as Aasimar. These Soul Marks offer a very real difference between each Lightborn and their natural advantages.

Agathion Soul Mark:

-Agathion Soul Mark: You were born from the coupling of an elf and an agathion and bear a few bestial traits that make you stand out.

Attitude Shift: -2

(4RP)Ability Score Modifiers: Choose from +2 Constitution or +2 Charisma upon creation.

(5RP)Bestial Traits: Each agathion’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Scent: Your nose is much less elven in appearance taking on the image of a mammalian creature like a feline or canine. (This special quality allows you to detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as elves do familiar sights.
You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When you detect a scent, the exact location of the source is not revealed—only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you can pinpoint the source’s location.
You can follow tracks by smell, making a Wisdom(or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Tracking by scent ignore the effects of surface conditions and poor visibility) Cost: 4RP

-Bite: Your jaws take on a more pronounced appearance and your canines are considerably larger offering increased lethality with bites. (Deals 1d6 damage and is a primary natural attack) Cost: 1RP

-Prehensile Tail: You have a highly dexterous tail that is like that of a feline, lupine, or vulpine creature. (You have a long, flexible tail that can be used to carry objects. You cannot wield weapons with your tail, but they can retrieve small, stowed objects carried on your person as a swift action) Cost: 2RP

-Claws: Your hands bear obvious and tough claws like that of a beast. (Deals 1d4 damage as a primary natural attack. You gain two such attacks) Cost: 2RP

-Energy Resistance: Your heritage grants you resilience against the elements. (Gain 5 Acid, Cold, or Electricity Resistance. This can be taken up to 3 times, once for each resistance type) Cost: 1RP

-Enlightened Warrior: You have always found it easy to maintain inner peace and enlightenment that translate well to the battlefield. (You may take levels in monk even while maintaining a neutral or neutral good alignment) Cost: 3RP

-Fast: Your leg muscles and bone structure are considerably more powerful than regular elves. (+10ft Movement Speed) Cost: 1RP

-Natural Armor: Your skin is more akin to a thick hide with a coating of fine fur like a beast. (+1 Natural Armor to AC) Cost: 2RP

-Speech of the Wilds: Like your agathion ancestor, you have a knack for communicating with other creatures, and you are adept at breaking down language barriers. (You can speak one extra language) Cost: 1RP

Angel Soul Mark:

-Angel Soul Mark: You were born from the coupling of an elf and an angel and bear a few traits that make you striking if not shocking in appearance.

Attitude Shift: +2

(4RP)Ability Score Modifiers: Choose from +2 Strength or +2 Charisma upon creation.

(5RP)Angelic Traits: Each angel’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Celestial Resistance: Your celestial heritage grants you considerable resistance to the elements. (Acid, Cold, Electricity Resistance 5) Cost: 3RP

-Exalted Resistance: Your angelic parentage grants you resilience against evil. (Spell Resistance equal to 6 + your character level against spells and spell-like abilities with the evil descriptor, as well as any spells and spell-like abilities cast by evil outsiders) Cost: 3RP

-Halo: Angelic blood grants you an amazing ability to generate a literal halo of light that terrifies evil creatures. (You can create light centered on your head at will as a spell-like ability. When using the halo you gain a +2 circumstance bonus on Intimidate checks against evil creatures and on saving throws against becoming blinded or dazzled) Cost: 2RP

-Heavenborn: Genetic memory has granted you inherent knowledge of other planes and how to wield luminous magics. (+2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level) Cost: 3RP

-Lightbringer: The light of heaven suffuses your being granting you incredible resilience against light’s detrimental effects as well as increased potential while wielding such magics. (You are immune to light-based blindness and dazzle effects, and treated as one level higher when determining the effects of any light-based spells or effects you cast (including spell-like and supernatural abilities). If you have an Intelligence score of 10 or higher, you may use light at will as a spell-like ability) Cost: 2RP

-Improved Resistance: Your resilience to a particular element is quite incredible. (Must have Celestial Resistance Trait. Choose from Acid, Cold, and Electricity, that Resistance increases to 10) Cost: 2RP

-Celestial Tracker: You share the same talent for tracking evildoers that your angelic ancestor possessed. (You gain a +1 trait bonus on Survival checks made to follow tracks. In addition, you treat trails as being up to 24 hours fresher than they actually are when using the Survival skill to follow tracks) Cost: 1RP

-Planetar’s Visions: Ever since you were a child, you've experienced vivid dreams of cutting down hordes of shrieking, twisted demons. (Whenever you succeed at a critical hit with a melee weapon against an evil outsider, you ignore an amount of the outsider's damage reduction (if any) equal to the critical multiplier of your weapon (this cannot reduce a creature's damage reduction to below 0)) Cost: 2RP

-Deathless Spirit: Your soul is exceptionally powerful and resists the deleterious effects that evil beings would use against you. (Gain resistance 5 against negative energy damage. You do not lose hit points when you gain a negative level, and you gain a +2 racial bonus on saving throws against death effects, energy drain, negative energy, and spells or spell-like abilities of the necromancy school) Cost: 3RP

Archon Soul Mark:

-Archon Soul Mark: You were born from the coupling of an elf and an archon and bear a few notable traits that make you stand out.

Attitude Shift: +1

(4RP)Ability Score Modifiers: Choose from +2 Constitution or +2 Wisdom upon creation.

(5RP)Stoic Traits: Each archon’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Ancient Foe (Evil Outsiders): Your genetic memory compels you to do battle with creatures of darkness. (Gain a +2 dodge bonus to AC against and a +2 racial bonus on combat maneuver checks made to grapple Evil Outsiders) Cost: 3RP

-Energy Resistance: Your celestial heritage grants you considerable resistance to the elements. (Gain 5 Acid, Cold, or Electricity Resistance. This can be taken up to 3 times, once for each resistance type) Cost: 1RP

-Improved Resistance: Your elemental resistance is quite amazing. (Must have Energy Resistance Trait with associated respective resistance. Choose from Acid, Cold, and Electricity, that Resistance increases to 10) Cost: 2RP

-Righteous Hatred: Something inherent within your soul compels you to despise creatures of darkness. (Choose 2 of the following Outsider Subtypes: Devil, Demon, Div, Oni, Daemon, or Qlippoth. Gain a +1 racial bonus on attack rolls against the chosen subtypes. This can be taken up to 3 times, each time choosing two new subtypes) Cost: 1RP

-Hammers of Justice: Your knack with hammers as weapons harkens to a heritage of war. (Gain Proficiency with Warhammers and Earth Breakers) Cost: 1RP

-Static Feat (Toughness): Your physical being is far more resilient than normal elves. (Gain Toughness as a bonus feat) Cost: 2RP

-Lantern Spirit: Your celestial ancestor was a lantern archon for centuries before ascending to a higher rank. (You gain continual flame as a spell-like ability that you may use once per day with a caster level equal to your character level. You also feel a strange sense of nostalgia whenever you use your continual flame spell-like ability, and can use it as a move action instead of a standard action) Cost: 4RP

-Static Feat (Iron Will): Your psychological wellbeing is beyond question. (Gain Iron Will as a bonus feat) Cost: 2RP

-Good Influence: You possess an innate ability to motivate and inspire others to do the right thing. (You gain a +1 trait bonus on Diplomacy checks when attempting to persuade a nongood creature to make a decision that benefits the cause of good, and when persuading a nonlawful creature to make a decision in line with the laws of the region. These bonuses stack if you attempt to persuade a nongood, nonlawful creature to take a lawful good action) Cost: 1RP

Azata Soul Mark:

-Azata Soul Mark: You were born from the coupling of an elf and an archon and bear beautiful traits marking your heritage.

Attitude Shift: +2

(4RP)Ability Score Modifiers: Choose from +2 Dexterity or +2 Charisma upon creation. (Similar modifiers do not stack with Elven Blood modifiers.)

(5RP)Beatific Traits: Each azata’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Energy Resistance: Your celestial heritage grants you considerable resistance to the elements. (Gain 5 Acid, Cold, or Electricity Resistance. This can be taken up to 3 times, once for each resistance type) Cost: 1RP

-Improved Resistance: Your elemental resistance is quite amazing. (Must have Energy Resistance Trait with associated respective resistance. Choose from Acid, Cold, and Electricity, that Resistance increases to 10) Cost: 2RP

-Gift of Tongues: Your way with words springs from an otherworldly source. (Gain a +1 racial bonus on Bluff and Diplomacy checks, and learn one additional language every time you put a rank in the Linguistics skill) Cost: 2RP

-Bralani’s Step: Your ancestor was a bralani, an azata known for its untamed speed in battle. When in combat, you feel a fierce surge of energy through your limbs. (Once per day, you may move an additional 5 feet as part of a move action) Cost: 2RP

-Silver Tongued: Something about the way to speak compels others in ways you cannot explain. (Gain a +2 bonus on Diplomacy and Bluff checks. In addition, when you use Diplomacy to shift a creature's attitude, you can do so up to three steps up rather than just two) Cost: 3RP

-Lillend’s Harp: Your ancestor was a lillend, a being of exceptional grace and singular musical talent. (You gain a +1 trait bonus on Perform(string) checks. This bonus increases to +2 when you make a Perform check as part of a bardic performance) Cost: 2RP

-Magical Linguist: The language of magic just makes sense to you. (Gain a +1 bonus to the DC of spells you cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. You gain a +2 racial bonus on saving throws against such spells. If you have a Charisma score of 11 or higher you also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these spell-like abilities is equal to the your character level) Cost: 2RP

-Object of Desire: Your natural beauty is absolutely beyond explanation. (Add +1 to your caster level when casting charm person and charm monster) Cost: 1RP

-Seducer: Wielding your charm as a weapon is like a preternatural skill for you. (Add +1 to the saving throw DCs for your spells and spell-like abilities of the enchantment school. In addition, with a Wisdom score of 15 or higher you may use charm person once per day as a spell-like ability (caster level is equal to the user's character level)) Cost: 2RP

Garuda Soul Mark:

-Garuda Soul Mark: You were born from the coupling of an elf and a garuda and bear avian traits like feathers or wings.

Attitude Shift: -1

(4RP)Ability Score Modifiers: Choose from +2 Dexterity or +2 Wisdom upon creation. (Similar modifiers do not stack with Elven Blood modifiers.)

(5RP)Avian Traits: Each garuda’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Energy Resistance: Your celestial heritage grants you considerable resistance to the elements. (Gain 5 Acid, Cold, or Electricity Resistance. This can be taken up to 3 times, once for each resistance type) Cost: 1RP

-Toxophilite: You've inherited some of your celestial ancestor's prowess with the bow. (You gain a +2 trait bonus on attack rolls made to confirm critical hits with bows) Cost: 2RP

-Snake Hater: You've always loathed serpents and other slithering monsters, ever since you can remember, and have studied them extensively. (You gain a +2 trait bonus on Knowledge(dungeoneering) checks and Knowledge(dungeoneering) is always a class skill for you) Cost: 2RP

-Weather Savvy: The changes in the winds and sky bring you back to a place you’ve only dreamed of. (You are so in tune with the air and sky that you can sense the slightest change in atmospheric conditions. You can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast) Cost: 1RP

-Gliding Wings: The wings you have are feathered but are located along your arms rather than from your back. (You take no damage from falling (as if subject to a constant nonmagical feather fall spell). While in midair, you can move up to 5 feet in any horizontal direction for every 1 foot you fall, at a speed of 60 feet per round. You cannot gain height with these wings alone; you merely coast in other directions as you fall. If subjected to a strong wind or any other effect that causes you to rise, you can take advantage of the updraft to increase the distance you can glide) Cost: 3RP

-Vestigial Wings: Your wings are feathered and extend from your shoulder blades but are quite frail. (You have wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method, and grant a +4 racial bonus on Fly checks) Cost: 2RP

-Flight Wings: Extending from your shoulder blades and feathered immaculately you bear massive wings capable of carrying you in true flight. (You have a fly speed of 30 feet with clumsy(-8 to Fly) maneuverability) Cost: 4RP

-Natural Attack (Talons): You have birdlike talons instead of feet or hands. (Deals 1d4 damage as a primary natural attack. Choose your hands or feet. The chosen limbs have talons and function as normal.)Cost: 1RP

-Natural Attack (Wings): Your wings can be used as weapons. (Must have Gliding Wings, Vestigial Wings, or Flight Wings to take this trait. Deals 1d4 damage as a secondary natural attack.) Cost: 1RP

Peri Soul Mark:

-Peri Soul Mark: You were born from the coupling of an elf and a peri and bear obvious traits emblazoned on your body.

Attitude Shift: -2

(4RP)Ability Score Modifiers: Choose from +2 Intelligence or +2 Charisma upon creation. (Similar modifiers do not stack with Elven Blood modifiers.)

(5RP)Blazing Traits: Each peri’s mark is different with a variety of features that are largely beneficial with minor changes to one’s appearance.
Upon creation choose a number of the following traits with a total cost of 5RP.

-Darkvision 60ft Cost: 2RP

-Low-Light Vision Cost: 1RP

-Energy Resistance: Your celestial heritage grants you considerable resistance to the elements and something darker adds to it. (Gain 5 Acid, Cold, Electricity, or Fire Resistance. This can be taken up to 4 times, once for each resistance type) Cost: 1RP

-Improved Resistance: Your elemental resistance is quite amazing. (Must have Energy Resistance Trait with associated respective resistance. Choose from Acid, Cold, and Electricity, that Resistance increases to 10) Cost: 2RP

-Dual-Minded: The darkness within your soul has hardened you against psychological assaults. (You gain a +2 bonus on all Will saving throws) Cost: 1RP

-Pyromaniac: Your unsettling love and skill with fire has some considerable benefits. (You are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give you early access to level-based powers; it only affects powers you can already use without this trait. If you have a Charisma score of 11 or higher, you also gain the following spell-like abilities: 1/day—dancing lights, flare, prestidigitation, produce flame. The caster level for these spell-like abilities is equal to your character level) Cost: 3RP

-Burnished Skin: Sometime during your adolescence, you suffered severe burns in a devastating fire. Along with your scars, you developed the uncanny ability to tell what is and isn't real. (You gain a +2 trait bonus on saving throws made to disbelieve illusions) Cost: 1RP

-Pyromancer: You're especially adept at casting flame-based spells. (You gain a +1 trait bonus on damage rolls for any spell you cast with the fire descriptor. Spells that do not deal damage do not benefit from this trait) Cost: 2RP

-Fire in the Blood: The power of the flames lurks in your very blood and surfaces when needed. (You gain fast healing 2 for 1 round anytime you take fire damage (whether or not this fire damage overcomes your fire resistance, if any). You can heal up to 2 hit points per level per day with this ability, after which it ceases to function) Cost: 3RP

-Fire Affinity: Your knack with fire magic is something you capitalize on. (If you are a sorcerer with the fire elemental bloodline, you treat your Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, if you have domain spells or powers with the fire descriptor you cast them at +1 caster level. This trait does not give you early access to level-based powers; it only affects powers that you could already use without this trait) Cost: 1RP

-Frenzy of the Fallen: The darkness hidden within your soul rips its way free when your wellbeing is threatened. (Once per day, whenever you take damage, you fly into a frenzy for 1 minute, gaining a +2 racial bonus to Charisma and Strength, but a –2 penalty to AC) Cost: 2RP


So you're looking to add one new mythic PC and are still looking for some awesome bad guys?


Green Smashomancer wrote:
Vetus Relator wrote:
aeryk: Good stuff. Almost done with the aasimar hybrids. Next is tiefling, then the elements, and lastly the suli. Could do dhampir and skinwalker hybrids as well if anyone wants? Using a 15RP build for each hybrid so technically they will each be on average as strong an aasimar(elven blood, it is awesome!)

Uhh. I gotta be honest here; the race builders RP are a terrible metric for balance. And it does feel weird that another player would be designing the race options I have available.

Furthermore, Tiefling and Aasimar both have this sidebar:

Aasimar/Tiefling page wrote:


Not all aasimar are descended from humans. Aasimars can be born of any intelligent race, though human aasimars are the most common. Aasimars of other races usually exemplify the ideals of beauty and skill as seen by their base race. For example, halfling aasimars are small, beautifully proportioned, and display exceptional grace. Half-orc aasimars are slightly larger and stronger than ordinary orcs, with tough skin and metallic claws and tusks—they are likely to be neutral rather than evil, but still display aggression and incredible combat prowess. Less common humanoids, such as lizardfolk, catfolk, tengus, and others, can also produce aasimars, though given these races’ exotic appearance, members of the more common races may have trouble telling such aasimars apart from their kin.

It should be noted that while any creature that breeds with a celestial may give birth to half-celestial offspring, only humanoids can give birth to aasimars. Thus, while it’s possible to encounter a half-celestial dragon, unicorn, or griffon, any children of such creatures would be either half-celestials or normal members of their race. (And just as often, these less conventional half-celestials are sterile.) When discussing half-celestials and aasimars, it’s important to distinguish them from both true celestials (angels,

...

Fair point. Was already aware of this. To be honest, I was just crafting something new and possibly fun for the hell of it. I like to toy with ideas and this gave me a few.


Dotting


aeryk: Good stuff. Almost done with the aasimar hybrids. Next is tiefling, then the elements, and lastly the suli. Could do dhampir and skinwalker hybrids as well if anyone wants? Using a 15RP build for each hybrid so technically they will each be on average as strong an aasimar(elven blood, it is awesome!)


Vetus Relator wrote:
Gonna cook up a tiefling equivalent race for elves for this. I'll post it in a spoiler soon.

Hmm, I'm gonna combine all elven racial hybrids into a single subrace called the Aelvari, Children of Two Worlds. It'll take me a bit but it will be exhaustive and include every relevant variation I can find. This will include things like elven versions of Suli and half-elementals like Sylphs.

Once I finish I'll post what I have and would love critique. Given the lack of metallic items some more exotic heritages like Kyton Tieflings will be altered for obvious reasons.

Just like the idea you got going here and want to contribute :D


Gonna cook up a tiefling equivalent race for elves for this. I'll post it in a spoiler soon.


Big 40k fan here. Definitely interested, but more keen for Deathwatch. I guess an Arbiter would be fun as well.

Dot for interest for sure.


I'll cook something up. Looking to shake off the rust and this may hit the spot.


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Alright, I wracked my brain for something fun and decided upon a very weird idea: Aurex the Blessed(Accursed if you're another Kobold, lol), Kobold Paladin(Chosen One Archetype) of Apsu.

Ability Scores:

Strength: 10 (14-4=10)
Dexterity: 14 (12+2=14)
Constitution: 12 (14-2=12)
Intelligence: 11 (11+0=11)
Wisdom: 12 (12+0=12)
Charisma: 14 (14+0=14)

Background & Appearance:

Reviled by his people early in life due to the bizarre appearance of his scales: shimmering gold with opalescent patches, Aurex was touched by the divine beyond his ken.

A band of adventurers raided his tribe's warren almost immediately after he hatched and slaughtered the other kobolds, who were caught off-guard due to bickering over who got to eat the gold-scaled hatchling.

The raiding party's cleric was immediately struck by the hue of his scales and a premature crown of horns and named him Aurex. Whisking the touched kobold to Absalom and presenting him to a travelling coterie of Apsu's followers earned the party a hefty reward and the babe was raised as an adherent to Apsu, Patron of Good Dragons.

Upon maturity, Aurex began training as a champion of his adopted faith and became one of the few Paladins of Apsu.

His crown of horns has become quite striking with a bright ivory coloring and is contrasted by his large eyes of a brilliant blue struck with greens and oranges.

To add to his mystique, Aurex has been blessed with a curiously deep speaking voice. His time in training has granted him empathy, courage, and a host of other traits that other kobolds can hardly comprehend.

Personality & Motivations:

Aurex has learned much in his training and ventured out into the world to do battle against the forces of evil. He yearns to engage followers of Dahak but will settle for any evil-doers.

A bit rash and exceedingly compassionate, Aurex often stuns onlookers with his humility and grace under pressure. The little kobold has yet to encounter his erstwhile kin to fully understand why he is such a striking creature.

Drawn via caravan to the recent rumors of ancient evils and horrific acts of depravity, Aurex finds himself looking for companions to aid him in what he sees as his duty: to scour the world of evil.

The strange floating stone creature calling itself Vox that has been his constant companion for some months now has been urging him to seek out the town of Sandpoint and now hovers close but silent, as if waiting for something...

If this throw together seems interesting enough I'll further flesh him out.