| aeryk |
Hey, everyone. Posting to gauge interest. I'd like to run a campaign set on the elven homeworld of Kyonin. The added twist is the atmosphere is abrasive to metals, so only non-metal weapons, equipment, armor, etc. would be available. There maybe some ironwood versions of weapons available, but nothing would do slashing damage. Of course there are legends of fabled starmetal and some others, like cold iron, buried deep underground.
I'm thinking the population is primarily elven, if not nearly completely elven, but if you have ideas for a character of another race let me know. Otherwise we can get into elven sub-races, maybe half-elves, etc. Even thinking we could reskin halflings as aelflings.
Okay, let me know who'd be interested. And any character ideas that pop into your head. Thanks.
Oh and we can get a consensus on posting. In the past I've done once/day on weekdays and take weekends off which seems to work out well.
| Burnscar |
Hmm. While cool, that idea doesn't really square with the list of elven favored weapons.
All elves are supposed to be trained in the use of Longswords, Rapiers and Long- & Shortbows, which usually use metaltipped arrows.
Curve Blades and Branched Spears are heavy on steel too. A lot the elven deities, if not most, have metallic favored weapons.
Just something to consider. Elves on Kyonin wouldn't have a chance to learn to use them, which is wierd.
Maybe they just all take a racial variant that exchanges weapon familarity?
Sounds like fun. I'd definitely try to apply.
| aeryk |
Oops, Castrovel is actually the name of the elven homeworld which is what I meant. Kyonin is the elven nation on Golarion.
@Burnscar Yeah I was thinking there would be ironwood versions of a lot of metal weapons, especially the favored elven weapons. They wouldn't do slashing damage, but piercing weapons would still do piercing damage.
That being said, elves here may have a different culture being estranged for so long.
@rungok I'm not familiar with the occult classes, but I'll take a look at get back to you.
| Ouachitonian |
Would this be a campaign you make up from whole cloth? I'm not aware of any Paizo material set on Castrovel. Might I suggest adapting an existing AP to lessen work on you? Something like a "Kingmaker on Castrovel" or "Skulls & Shackles on Castrovel". I've found that GM burnout tends to happen much more frequently, and be much more of an issue (because it's so much harder for a substitute to step into the role) with wholly original campaigns than with ready-made APs. Not to say there couldn't be substantial changes , but it would give you a basic skeleton to work with.
| rungok |
Or even use individual modules with it recolored to work for Castrovel.
I do approve of the AP route. I found that using adventure paths have been the best thing for me running games, since I don't need to devote as much mental energy into it as when I do homebrews. Though if you have something homebrew you want to do instead, I'm totally on board for that. I have been playing in the same Jade regent game for over a year so I know I have staying power. :p
| rungok |
Okay so here's my Horticulturist Alchemist. I thought I'd throw it out there as an idea for baseline build parameters. If the GM wants to change this I will adjust him accordingly! :D
The guidelines I used were:
20 point buy
Elf Race (of course)
Paizo only classes/archetypes
Max gold for race
(WAIT! If metals are a no-go, how do we pay for stuff?)
Max HP at first level, average each level after.
Starting level 1
2 Traits, +1 trait if you take a drawback
Sin Duskleaf
Male elf alchemist (horticulturist) 1 (Pathfinder Player Companion: Heroes of the Wild 24, Pathfinder RPG Advanced Player's Guide 26)
CG Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +6
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Defense
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AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 10 (1d8+2)
Fort +3, Ref +4, Will +2; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee unarmed strike -1 (1d3-1 nonlethal)
Ranged blowgun +2 (1d2) or
. . bomb +4 (1d4+4 Fire)
Special Attacks bomb 5/day (1d4+4 fire, DC 14)
Alchemist (Horticulturist) Extracts Prepared (CL 1st; concentration +5)
. . 1st—illusion of calm[UC] (DC 15), summon monster I
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Statistics
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Str 8, Dex 14, Con 12, Int 18, Wis 14, Cha 10
Base Atk +0; CMB -1; CMD 11
Feats Brew Potion, Self-sufficient, Throw Anything
Traits firebug, orphaned, wild stride
Skills Acrobatics -1 (-5 to jump), Appraise +8, Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +0 (-2 vs. creatures of a different race or culture), Heal +8, Knowledge (arcana) +8, Knowledge (nature) +9 (+10 while in forest terrain), Perception +6, Sense Motive +3 (+1 vs. creatures of a different race or culture), Spellcraft +8, Survival +10 (+11 while in forest terrain), Use Magic Device +4; Racial Modifiers +1 Knowledge (nature), +1 Survival, woodcraft
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ alchemy (alchemy crafting +1), fey magic, herbal bombs, seed extract, xenophobic
Combat Gear candlerod[UE] (5), poison, poison frog (10); Other Gear leather armor, blowgun, blowgun darts (20), adventurer's sash, alchemist starting formula book, alchemy crafting kit[APG], bachelor snuff (10), bedroll, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], night tea (10), pot, soap, tindertwig (5), tobacco (10), torch (10), trail rations (5), waterskin, wolfsbane (5), 16 gp, 5 sp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d4+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d4+4 fire damage.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fey Magic (Favored Terrain [Forest]) Gain spell-like abilities in selected terrain.
Herbal Bombs (Su) A horticulturist's bombs lack the power of traditional alchemists' but can be fine-tuned in ways those explosives cannot. The horticulturist's bombs deal 1d4 points of damage (instead of 1d6), plus 1d4 points of damage for every 2 alchemists levels b
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Seed Extract At 1st level, the horticulturist gains the ability to summon amazing animate plants using alchemically treated seeds. The horticulturist adds summon monster I - VI as 1st- through 6th-level extracts, respectively, to his class extract list. Fo
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Woodcraft +1 Knowledge (Nature) and Survival, increasing to +2 in forests.
Xenophobic -2 diplomacy and sense motive vs. those of a different race or culture
| Vetus Relator |
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
| aeryk |
Thanks, everyone! Definitely looks like there's interest. I like to build the campaign around the characters, but I'll definitely cannibilise some adventures. I'd like to avoid an AP people have played before, so I may just cherry pick things.
Character Build @rungok That sounds good. Half-elf also works and possibly reskins of other races.
Here's a link to the wiki page for Castrovel:
http://pathfinderwiki.com/wiki/Castrovel
I'll get back to you with more specifics, but I'd like to hear what kind of campaign you'd like to play. And ideas are welcome.
@"Sunny" I'm thinking everyone would be natives, but I'm flexible.
@Vetus Relator Sounds great! Let me know what you come up with.
| Vetus Relator |
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!)
Just a Mort
|
What exactly is going to happen to all piercing and slashing weapons that are of metal(which I've checked its like most of them except for the whip) - and how is it going to affect character creation. I.e Longbows,
I'm considering a summoner. Race isn't that much of an issue since a summoner is only a conduit for his eidolon. Or maybe Ancient Lorekeeper Elven Oracle.
What level will the game be going to?
| Green Smashomancer |
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:
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, azatas, agathions, etc.) and simple celestial creatures (creatures with the celestial template, which are themselves denizens of the good-aligned Outer Planes but similar in many ways to their Material Plane counterparts). Most aasimars also have a difficult time getting people to grasp distinctions between celestial types, with common folk erroneously grouping all such beings together as “angels.”
Non-human aasimars have the same statistics as human aasimars with the exception of size. Thus a halfling aasimar is Small but otherwise possesses the same statistics and abilities as a human aasimar—the difference is purely cosmetic. Non-human aasimars do not possess any of the racial abilities of their base race. However, they are usually raised in the same cultural context as other members of their base race, and thus generally adopt the same fighting style as their peers, use the same types of weapons and armor, and study the same skills.
So, non-human versions of these two are already established as a thing. It can very reasonably be extended to the other planar races.
What exactly is going to happen to all piercing and slashing weapons that are of metal(which I've checked its like most of them except for the whip) - and how is it going to affect character creation. I.e Longbows,
There will be Ironwood versions of most weapons, but piercing weapons still do piercing damage.
| Ouachitonian |
What exactly is going to happen to all piercing and slashing weapons that are of metal(which I've checked its like most of them except for the whip) - and how is it going to affect character creation. I.e Longbows,
I'm considering a summoner. Race isn't that much of an issue since a summoner is only a conduit for his eidolon.
There's already rules for making many normally-metal weapons from bone, stone, or obsidian. Seems like an extension of that wouldn't be too hard.
| Vetus Relator |
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.
| "Suny" |
Yay! I can be all totally native, like!
*Dances about happily* (^_^)
Oh... wait... ye be meanin' somat else.......
(>_>)
Still in the middle of working shifts. Will study up on the Castovel link as soon as possible.
Just as a quick comment. Did the Elves originate from Castovel before Earth-fall and thence retreat back there during? Leaving scattered enclaves about the place who adapted. Or was it something different?
Again, will read up when I can but a quick point explanation of the history might be nice.
Asfor campaign? While I will always admire a DM's spirit for generating adventure... from experience on other PbP's and with home games... keeping to at least bare bones adventure paths... or stringing modules together always seems to work out for the best.
Wishin' every one all'a very bestest! (^_^)
Here... where that lil' blue writin' thingy be gettin' to?
| Vetus Relator |
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.
(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.
(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(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: 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: 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: 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: 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: 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: 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
| aeryk |
I'm think four or five players for this and I'll give priority to people who showed interest first, but I'll ultimately decide on character. I'm more concerned with story than stats at this point.
@Vetus Relator Thanks for doing these! I'll take a look and get back to you.
As far as max level, I'm planning for 10. For me the rules seem to break down at higher levels and campaigns become more about planar travel.
@"Sunny" Yes Castrovel is where the elves retreated from Golarion and returned from most recently, but...
Elves of Threshold
This elven city is dominated by a dormant elfgate that once connected to the jungles of the Mwangi Expanse on Golarion.
Here's some NPCs I'm working up in leadership positions. May spark some ideas. You could also tie your backgrounds into these.
Threshold (Large City)
Chancellor of the Chantry
- Savage elf, recently elected
- Short woman
- Runs things with an iron fist, but looks out for her people
Precept
- Tower Elf
- Short, "yes man"
Warden of Alchemical Studies
- Tower elf
- Paranoid, pushy
Warden of Visions and Divination
- Snow elf
- Face reconstructed after scarring/burning
Warden of the Natural World
- Golarion elf, transferred because of superior record
- Youngest warden
- Leads a team of all women
- Lives alone with pets
Warden of Mental Perfection
- Half-elf, Tower elf father, Lashunta mother
- Very exacting, but also friendly
Ombudsman
- Large Snow elf (giant blood)
- Particular about what others "should" be doing
- Anger/anxiety issues
- Used to work for Warden of the Natural World
Warden of Physical Perfection
- Recently replaced and unannounced
- Trains off site
Warden of Crafting
- Vacant, savage elf that left
- Run by younger assistant left behind
| Green Smashomancer |
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.
** spoiler omitted **
** spoiler omitted **...
So, what are the attitude shifts about? As in, the starting attitude of others? I also have a few other questions about these.
Which kind of wings do the garuda-blooded ones have? Vestigial, gliding, or actual flight? Do they pick? Are they options for the GM to choose as what they get? As a player, I would just always pick flight.
Why does Frenzy of the Fallen give a Charisma bonus? Intimidate?
Most importantly, why would I play an elf with these options available? A small Initiative bonus? They get the most relevant parts of Elven abilities.
Sorry if I come across rude, or as if I'm poopin' in the Cheerios. I'm withholding judgement on my end so far. The idea of race-specific planar variants is pretty sweet, but these seem a little much.
Edit: GM would we be allowed access to the Sphere's of Power casting system? I'd like to submit an Ice-themed mage, and it's a lot easier to put together all thematic spell-lists with SoP. It also comes lacking access to many of the weird "problem spells."
| rungok |
Sin Duskleaf would have worked with the warden of alchemical studies, but even for alchemists he's a little strange with his love of plant-based studies. He would currently work alone on the edge of town, because he chafed under the warden's personality. He seems a bit of social outcast, but it's only because he has a deeper connection to the forests than the average elf and feels more comfortable there.
| Neirikr |
I would definitely be interested. What level would we be starting at? The character I have in mind would be a sorcerer with the green dragon bloodline, possibly going into dragon disciple. Perhaps working with the Warden of the Natural World, specialising in the preservation of Castrovelian fauna. I'll wait for more details before getting too deep into it.
As for what kind of campaign I'd like to play in, exploration would make sense—a whole new world and all that. As far as I know, the elves on Castrovel inhabit only the island of Sovyrian. Establishing a research colony on one the larger continents could provide opportunities for adventure and intrigue, as the party would have to contend both with the dangers of the jungle, and diplomatic relations with the other sentient species already living there. Of course, having some concrete goal to work towards would also be constructive.
| Gnomezrule |
So I read this idea for a campaign and loved the idea so I started thinking about elves of Golarion. But my mind keeps coming back to one place. One of my favorite elf related stories on Gol is that of the city of Omesta. Is it too far outside of campaign scope to think that a gnome from Omesta ended up taking a one way trip to Castrovel after exploring too recklessly in the ruins below the tree city?
Essentially the character would be an overly curious gnome who explored his way off world and is now friend "pet" of the youngest Warden of the Natural World who is herself from Golarion.
| aeryk |
@Vetus Relator Lots of interesting ideas here, but as Green Smashomancer said I want to make sure these are balanced with other races and keep elf as a viable choice.
I'll have to look at these more closely, but after my first pass I'd say I'd like to avoid true flight, and limit energy resistances to one energy type at 5 and no improved energy resistance at 10.
Was there one in particular you were thinking of playing? Anyone else considering these?
@Green Smashomancer I'm not familiar with Spheres of Power, but I'll take a look.
Just a Mort
|
Female Elf (Ancient lorekeeper - Lunar oracle)
NG Alignment
Init +5; Perception +2
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12
hp 10
Fort +1, Ref +3, Will +2 (+2 v enchantments)
--------------------
Offense
--------------------
Speed 30 ft.
Melee (? material dagger) +2 (1d4+2)
Ranged Longbow +3(1d8)
Spells known (CL 1st concentration +3)
. . At will—Create Water, Stabilize, Detect Magic, Light
Lv 1 spells(4/day): CLW, Cause Fear, Divine favour
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 12, Int 12, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Point Blank shot
Traits Warrior of the old, Savannah child (Survival)
Curse Tongues(speak Celestial)
Revelation Primal Companion
Languages Common, Elven, Draconic, Celestial, Sylvan
Skills +5 Spellcraft (+7 for identification of magic items), Diplomacy +6, Handle animal +3(+7 v animal companion), Survival +5, Knowledge local +5
Gear
Longbow, 60 arrows, Spell component pouch, 50 ft silk rope, Grappling Arrow, Backpack, Belt pouch, Leather armor. (? material dagger), quarterstaff, Hammer, 2 Pitons, 4 days trail rations,a bell, string, fishhook, leather barding for animal companion, Longspear
Male Bear
N Alignment
Init +2; Perception +4
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Defense
--------------------
AC 17, touch 13, flat-footed 14
hp 10
Fort +4, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee Bite +4 (1d4+2), Claw +4(1d3+2), Claw(1d3+2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +2; CMD 13,
Feats Iron Will
Skills Perception +4, Survival +4
| Vetus Relator |
@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.
| Green Smashomancer |
@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.
I'd recommend just making frenzy give +2 Intimidate and +2 str. The flat Cha bonus gets janky when you realize it means the frothing anger gives them greater debate skills (Diplomacy), makes them better at blending in (disguise), etc...
The problem I'm seeing with these so far isn't that you've made options, it's that you've given a flat power boost to an already powerful race. The justification doesn't really hold either. Castrovel is less Apocalypse-y so the planar races are stronger?
Again, can you tell me what edge an elf (the kind that exist already) has over any of the Soul Marks that give a bonus to Dex or Int?
I'd definitely look at these options for a character, but I see no reason they should be significantly better than everything available already.
@Green Smashomancer I'm not familiar with Spheres of Power, but I'll take a look.
For your viewing interests. I will say that another potential upside to it is the how simple to learn it is compared to normal spellcasting. I can give a brief summary if you prefer, here or PM.
| Vetus Relator |
@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).
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?