
Warriorking9001 |

No this is not a skateboarding topic.
Basically for a potential setting I was thinking of trying to redo how elves work. However I have the issue that... Well to be somewhat blunt I worry that the drawbacks could be really extreme and I'm not sure how to offset them.
Iron Aversion: elves are somewhat averse to iron, and can end up finding discomfort when wielding ferrous weaponry. taking a -1 to attack rolls made with iron weapons.
Anti-Magic Drain: For Elves, Magic is as precious as water for their very physicality (note: literally, like how humans are 50% water, elves in this setting are 50% magic). If/when an elf is forced into an anti magic field, they must make a fortitude save once each round. On a failed save they take 1 constitution burn.
What could you give elves that could balance this out without also just making them overpowered.

zza ni |

unless your home-brewing has ability burn already you might want to fix the con burn into ether con damage or con drain (depend how harsh you want it to be). i don't recall anything about con burn.
that said with the huge verity of elves (common, high, wood, wild, sea, frost ,forest etc)in the fiction how about setting them as per elements schools with ether energy resistance tied to their native land or favored terrain.
also the anti-magic burn is kinda harsh, maybe set it to sickened while in it?

Warriorking9001 |

unless your home-brewing has ability burn already you might want to fix the con burn into ether con damage or con drain (depend how harsh you want it to be). i don't recall anything about con burn.
that said with the huge verity of elves (common, high, wood, wild, sea, frost ,forest etc)in the fiction how about setting them as per elements schools with ether energy resistance tied to their native land or favored terrain.
also the anti-magic burn is kinda harsh, maybe set it to sickened while in it?
1: "Ability Burn" is basically just ability damage that can only be recovered through natural healing
.2: Admittedly I hadn't thought much about the particular varieties of elves, although I could see something where they gain extra abilities based on variety, Although a favored terrain might not get the same sort of point across with all of them...
3: catalogues could work, although how to really level them I can't say for sure, so here are just some potential ideas.
High Elves: I imagine high elves are most connected to "Aetheric" magic, so most of their SLAs would probably involve "Force" effects.
Cantrips: Detect magic, Read magic, Scoop, Light
First Level Spells: Magic Missile, Shield, Mage Armor
Second Level: Instant Weapon, (There's another level 2 force effect right?)
Spheres of Power: Protection and Armored Magic, Destruction and Crafted Blast, Telekinesis. (since I imagine spheres being this system's primary magic system it's worth mentioning)
Wood Elves: Split off from high elves for feeling they had become vain and too into themselves and forgetting the natural world the fae had birthed them into. These guys would probably have nature SLAs in their repertoire, and for SoP they'd have the Nature Sphere with Plantlife as their specialization.
I'm not sure if sea elves exist, but their bonus powers would probably just be a swim speed and gills anyway.
4: With Anti-Magic burn, it was more to evoke the feeling to an extent and really make the idea that an elf can basically die if cut off from their magic because it's as important to them as water is to humans. Although I guess that making it something more akin to regular ability damage that can be healed with spells once away from the dispelling and anti magic could make sense.
5: Not really a specifically Elfish bit, but I admit that I assumed this setting was going to be Very high magic in general, with basically every creature getting basic and advanced magical training for free at level 1. so the idea that it's somewhat built into races makes a lot of sense.

Warriorking9001 |

My first thought was to swap out some racial traits, and include some gnomish ones or similar. But perhaps you might be better treating the different elf races as gestalt classes with a reflavoured or custom sorcerer class representing each sub-race.
Admittedly with my early plans being that basically everyone that matters would have some form of magic, that could actually work out nicely. I'd just be worried about making it that players and GMs would HAVE to use gestalt rules just to play in the setting.

Ryze Kuja |

If you're going to create a custom race, I'd recommend using the RP rules (Creating New Races). Maybe shoot for a race that is between 8-15 RP to keep it special but mostly balanced.
As far as abilities to give them, if they're going to be 50% water / 50% "magical energy" and have an Iron Vulnerability, maybe give them a mixture of these abilities you deem appropriate:
Magehunter (4 RP)
Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Members of this race only gain this bonus against creatures that use spells, not against those that only use spell-like abilities.
Spell Resistance, Greater (3 RP)
Prerequisites: None.
Benefit: Members of this race gain spell resistance equal to 11 + their character level.
Fey Damage Resistance (3 RP)
Prerequisites: Fey type.
Benefit: Members of this race gain DR 5/cold iron.
or maybe take a look through the Magical Race Traits:
Magical Racial TraitsThe following racial traits augment a race’s ability to use magic or grant spell-like abilities.
Standard Traits (Magical)
Arcane Focus (1 RP)Prerequisites: None.
Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Change Shape, Greater (6 RP)Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: a member of this race can assume the appearance of a Small or Medium humanoid as the alter self spell, save that it does not adjust its ability scores.
Change Shape, Lesser (3 RP)Prerequisites: Aberration, dragon, fey, humanoid, or monstrous humanoid type.
Benefit: Members of this race gain the following supernatural ability: A member of this race can assume the appearance of a single form of a single humanoid race of its size. The form is static and cannot be changed each time it takes this form. The creature gains a +10 racial bonus on Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard action. This trait otherwise functions as alter self, save that the creature does not adjust its ability scores.
Deep Magic (3 RP)Prerequisites: Native of the underground.
Benefit: Members of this race gain a +2 racial bonus on caster level checks made to overcome spell resistance and a +2 racial bonus on dispel checks.
Dissolution’s Child (5 RP)Prerequisites: Outsider (native) with ties to the Shadow Plane, fey type, undead type, or half-undead subtype.
Benefit: Members of this race gain the following supernatural ability: Once per day, a member of this race can change its appearance to look as if it were little more than a 4-foot-tall area of shadow. Its physical form still exists and it is not incorporeal—only its appearance changes. This racial trait works like invisibility, except the effect only lasts 1 round per level (maximum 5 rounds).
Dreamspeaker (2 RP)Prerequisites: None.
Benefit: Members of this race gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher also gain the following spell-like ability (the caster level is equal to the user’s character level):
1/day—dream
Elemental Affinity (1 RP)Prerequisites: Outsider (native) with ties to an elemental plane.
Benefit: If a member of the race is a sorcerer with the elemental bloodline corresponding to the elemental plane it has ties to (i.e., air, earth, fire, or water), it treats its Charisma score as 2 points higher for all sorcerer spells and class abilities. Furthermore, a member of this race able to cast domain spells that correspond to the elemental plane the race has ties to casts its domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Elemental Summoner (2 RP)Prerequisites: None.
Benefit: Choose one of the following elemental subtypes—air, earth, fire, or water. When summoning a creature with the chosen subtype with a summon spell, increase the duration of that spell by 2 rounds.
Elven Magic (3 RP)Prerequisites: Elf subtype.
Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Enclave Protector (2 RP)Prerequisites: None.
Benefit: Members of this race add +1 to the caster level of any abjuration spells they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary
Envoy (1 RP)Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic.
Fell Magic (3 RP)Prerequisites: None.
Benefit: Members of this race gain +1 to the DC of any saving throws against necromancy spells that they cast. Members of this race with a Wisdom score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—bleed, chill touch, detect poison, touch of fatigue.
The DC is equal to 10 + the spell’s level + the user’s Wisdom modifier.
Ferrous Growth (2 RP)Prerequisites: Outsider (native) with ties to the Plane of Earth.
Benefit: Once per day, a member of this race can cause a touched piece of iron or steel to grow into an object weighing up to 10 pounds, such as a sword, crowbar, or light steel shield. This object remains in this form for 10 minutes or until broken or destroyed, at which point it shrinks back to its original size and shape.
Fertile Soil (2 RP)Prerequisites: Outsider (native) with ties to the Plane of Earth, fey type, or plant type.
Benefit: Sorcerer members of this race with the verdant bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Clerics who are members of this race with the Plant domain use their domain powers and spells at +1 caster level. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Fiendish Sorcery (1 RP)Prerequisites: Outsider (native) with ties to Abaddon, the Abyss, or Hell.
Benefit: If a member of this race is a sorcerer with the Abyssal or Infernal bloodline, it treats its caster level as 1 higher when casting bonus spells and bloodline powers. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait.
Gnome Magic (2 RP)Prerequisites: Gnome subtype.
Benefit: Members of this race gain a +1 bonus to the DC of any saving throws against illusion spells that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—dancing lights, ghost sound, prestidigitation, speak with animals.
The DC is equal to 10 + the spell’s level + the user’s Charisma modifier.
Heavenborn (3 RP)Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana.
Benefit: Members of this race gain a +2 bonus on Knowledge (planes) checks, and they cast spells with the good or light descriptor at +1 caster level.
Hypnotic (2 RP)Prerequisites: None.
Benefit: Members of this race add +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from a member of this race, the member of the race can force that creature to reroll the saving throw and use the second result, even if it is worse.
Hypnotic Gaze (3 RP)Prerequisites: None.
Benefit: Members of this race gain the following supernatural ability (the caster level is equal to the user’s character level):
1/day—hypnotism; The effects last only 1 round.
Immortal Spark (7 RP)Prerequisites: Outsider (native) with ties to Elysium, Heaven, or Nirvana.
Benefit: Members of this race gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and gain the following spell-like ability:
1/day—lesser age resistance
Lightbringer (2 RP)Prerequisites: None.
Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it gains the following spell-like ability:
At Will—light
Magical Linguist (2 RP)Prerequisites: None.
Benefit: Members of this race gain a +1 bonus to the DC of spells they cast that have the language-dependent descriptor or that create glyphs, symbols, or other magical writings. They also gain a +2 racial bonus on saving throws against such spells. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—arcane mark, comprehend languages, message, read magic.
Nereid Fascination (3 RP)Prerequisites: Outsider (native) with ties to the Plane of Water or fey type.
Benefit: Members of this race gain the following supernatural ability:
1/day—a member of this race can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier).
Object of Desire (1 RP)Prerequisites: None.
Benefit: Members of this race add +1 to their caster level when casting charm person and charm monster.
Pyromaniac (3 RP)Prerequisites: None.
Benefit: Members of this race 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 members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—dancing lights, flare, prestidigitation, produce flame
Samsaran Magic (2 RP)Prerequisites: Samsaran subtype.
Benefit: Members of this race with a Charisma score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, deathwatch, stabilize
Seducer (2 RP)Prerequisites: The race has at least a +2 racial bonus to Charisma.
Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the user’s character level):
1/day—charm person
Shadow Caster (2 RP)Prerequisites: None.
Benefit: Members of this race add +1 to the saving throw DCs for their spells and spell-like abilities of the illusion (shadow) subschool.
Shadow Magic (2 RP)Prerequisites: None.
Benefit: Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—ghost sound, pass without trace, ventriloquism
Soul Seer (4 RP)Prerequisites: Outsider (native).
Benefit: Members of this race gain the following spell-like ability:
Constant—deathwatch
Spell-Like Ability, Lesser (Variable, see Special)Prerequisites: None.
Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user’s character level.
Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.
Stoneseer (2 RP)Prerequisites: None.
Benefit: Members of this race add +1 to the caster level of any spells with the earth descriptor they cast. Members of this race also gain the following spell-like abilities (the caster level is equal to the user’s character level):
Constant—nondetection;
1/day—magic stone, stone shape, stone tell
Stonesinger (1 RP)Prerequisites: None.
Benefit: Members of this race are treated as 1 level higher when casting spells with the earth descriptor or using powers of the Earth domain, bloodline powers of the earth elemental bloodline, and revelations of the oracle’s stone mystery. This trait does not give members of this race early access to level-based powers; it only affects powers they could already use without this trait.
Svirfneblin Magic (2 RP)Prerequisites: Gnome subtype.
Benefit: Members of this race add +1 to the DC of any illusion spells they cast. They also gain the following spell-like abilities (the caster level is equal to the user’s character level):
Constant—nondetection;
1/day—blindness/deafness, blur, disguise self.The DC for the spells is equal to 10 + the spell’s level + the caster’s Charisma modifier.
Treacherous Earth (2 RP)Prerequisites: Outsider (native) with ties to the Plane of Earth or fey type.
Benefit: Members of this race gain the following supernatural ability:
1/day—Will the earth to rumble and shift, transforming a 10-foot-radius patch of earth, unworked stone, or sand into an area of difficult terrain centered on a square it can touch. This lasts for a number of minutes equal to the user’s level, after which the ground returns to normal.
Weather Savvy (1 RP)Prerequisites: Outsider (native) with ties to the Plane of Air or fey type.
Benefit: Members of this race are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They 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.