| Parka |
For my custom campaign setting. Built with VoodooMike's racial creation guidelines.
Sea Elves
While the Merfolk have the distinction of being the most famous of the aquatic races, the Sea Elves could probably be called the most successful. Whereas Merfolk occupy the largest swathes of ocean, they generally stick to deeper waters, coming close to the shore only to harass ships or make mischief as Sirens. The Sea Elves, however, occupy the shallower waters of the continental shelf and slope- putting them in the most convenient position possible for trade between the empires of the land races and the Merfolk.
Almost as soon as the land races had sailing ships routinely plying the waters, territorial disputes with the aquatic races cropped up. Peace treaties were reached (though occasional piracy remains a problem), and not long after that trade opened up. Some say the goods on board the first few sunken ships were what created the strong desire for trade...
This trade proved particularly profitable; giant pearls, salves, and creature oils all fetch incredible prices on land, while herbs, crystals, glass, and anything that requires a forge fetches similar prices in the aquatic markets. The Sea Elves strategic location between the two primary markets gave them an unparalleled opportunity; one they have seized with gusto. Their society has become very rich from leveraging dealer's fees, transportation fees, import/export taxes and other mercantile charges. In fact, it has become so rich, so quickly that it is experiencing some growing pains in the form of friction between the working class, former aristocracy (largely made up of religious authority and Sirens) and the new merchant class aristocracy.
Racial Build:
+2 racial bonus to Charisma
Sea elves share an unearthly grace with Merfolk, and the rigors of their aqueous environment has forced them to overcome their normally frail physique.
50' swim speed (4 points)
30' land speed (0 points)
Sea Elves are quick underwater, but suffer no penalties to their land movement.
Immunity to sleep effects (2 points)
+2 racial bonus vs. Enchantment effects (2 points)
Sea Elves retain much of their elvish resistances, as well as their ability to trance.
+2 racial bonus to Perception checks (1 point)
While their senses have adapted to be more suited to an aqueous environment than a terrestrial one, Sea Elves are still quite perceptive wherever they find themselves.
Darkvision 60' when underwater, which changes to low-light vision above water (1 point)
Sea Elves would be hard-pressed to function in the dark of water without the ability to see in darkness. However, in air, they are only partially better than humans.
While no longer amphibious, a one-hour ritual appealing to the goddess of the sea will grant a given Sea Elf the ability to breathe air for a week. If performed at the height of the tide of the new moon, the effect lasts for one month instead. This ritual requires specific components (which are not consumed and may be re-used) and must be presided over by a priest or priestess of the sea goddess. A priest or priestess may perform this ritual for themselves.
As opposed, may aristocrats or wealthy merchants wishing to visit the land often wear Water Cloaks. These cloaks are perpetually dripping wet with seawater, leaving the gills of the Sea Elf moist enough to breathe. As a side effect, anyone may attempt to track the character with -5 to the usual DC from the wet trail it leaves on the ground. The cloak can also be used to extinguish fires, and provides +3 to saves to resist spells with the [fire] descriptor.
Base Market Price is 3000 gp. The spell used is Create Water, caster level 3rd, Craft Wondrous Item.
(based on an item in Broadsides, 3rd edition book)
Looking for comments or criticisms...