Incubus Blood Elf


Homebrew and House Rules


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Using the Advanced Races Guide playtest.

<INCUBUS BLOODED ELF> (Name needs to be changed, obviously)

Type
Outsider (elf, native): 2 RP
Size
Medium: 0 RP
Base Speed
Normal: 0 RP
Ability Score Modifiers
Standard (+2 Str, +2 Cha, –2 Con): 0 RP
Languages
Standard --- 1 RP
Racial Abilities
Darkvision 60 ft.: — RP
Elf blood: 1 RP
Elven immunities: 2 RP
Fiendish resistance: 2 RP
Skill bonus (Intimidate ): 2 RP
Skill bonus (Perception): 2 RP
Total RP: 12

<Incubus Blooded Elf>
+2 Strength, +2 Charisma, -2 Constitution: <IBE> are physically powerful and have the magnetism of their incubus forfathers, but are as frail of health as regular elves.
Darkvision: <IBE> can see in the dark up to 60 feet.
Intimidating: <IBE> receive a +2 racial bonus on Intimidate checks due to their innate brutality.
Keen Senses: <IBE> have a +2 racial bonus on Perception skill checks.
Elf Blood: <IBE> count as both elves and native outsiders for any effect related to race.
Elven Immunities: <IBE> are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Fiendish Resistance: <IBE> have cold resistance 5, electricity resistance 5, and fire resistance 5.
Languages: <IBE> begin play speaking Common and Abyssal. Fey'ri with high Intelligence scores can choose any of the following: Draconic, Dwaven, Elven, Gnome, Halfling, Infernal, and Orc.

///
Essentially, a tiefling variant, or perhaps "racial archetype", blending elven and demonic, more specifically incubus, bloodlines.

I obviously began with the standard tiefling and began to pull it apart to create what I was envisioning. First requirements were Elf Blood and Immunities, to help simulate the racial connection between the "IBE" and a regular elf.

Next, I removed Fiendish Sorcery as this particular racial archetype is far more specific than the general tiefling: you are related to an incubus. It didn't make sense to me to allow additional bonuses for taking the Infernal bloodline. Besides, having a +2 Charisma is good enough and it seems as if that racial ability was created to mitigate the "tiefling sorcerers somehow really suck at being sorcerers" phenomenon.

The ability score choices are based upon the demon-spawn tiefling variant (found in the Bastards of Erebus, Book 1 of the Council of Thieves Adventure Path) and then I strapped on the elven penalty, instead of the recommended one. I figure the elven bonus and demon-spawn penalty cancel each other out. I then ignore the Dex bonus to keep the race PC friendly.

I changed the default racial skill bonuses of the tiefling (Bluff and Stealth) to Intimidate and Perception. This seemed logical considering the incubus, in Bestiary 3, has racial bonuses to those two skills. Finally, I removed the darkness spell-like ability, as a true incubus doesn't even have it, and was contemplating what I should give him instead, if anything. My first thought was charm person, however the spell-like abilities available cannot "attack a creature" and, using invisibility as a guide, charming someone is considered an "attack" as far as a strict reading of the spell goes. Alter self is another option, of course.

According to the write-up at the back of the Advanced Races Guide Playtest PDF, this is hovering at 1 point below aasimar so I question the need for another ability if I wish to keep it relatively PC appropriate.

Suggestions, comments, criticisms and the like are all welcome.

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