Races: Aelfkyn
Table of Contents
Ethnicities
Languages
Racial Traits
Standard Traits (12 CP)
- Type: Aelfkyn are primanoids with both the human and the elf subtypes.
- Size: Aelfkyn are Medium creatures and have no bonuses or penalties due to their size.
- Base Speed: Aelfkyn have a base speed of 30 feet.
- Languages: Aelfkyn begin play speaking both an Elven regional language and a Human regional language. Aelfkyn with high Intelligence scores can choose any regional languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Defense Racial Traits
- Elven Immunities: Aelfkyn are immune to magic sleep effects and gain a racial bonus equal to half of their total Hit Dice on saving throws against enchantment spells and effects. (4 CP)
Feat and Skill Racial Traits
- Keen Senses: Aelfkyn receive a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)
- Skilled: Aelfkyn gain an additional skill rank at 1st Hit Die and one additional rank whenever they gain an HD. They also get one free skill proficiency increase at 1st HD, and again at 5th HD and every five HD after. (3 CP)
Offense Racial Traits
- Elven Reflexes: You’ve inherited a portion of your elven parent’s quick reflexes. You gain a racial bonus equal to half of your total Hit Dice on initiative checks. (2 CP)
Senses Racial Traits
- Low-Light Vision: Aelfkyn can see twice as far as humans in conditions of dim light. Their range increases to three times as far at their 7th Hit Die, four times as far at 14th, and so on every 7 HD after. (1 CP)
Alternate Physical Traits
- Blended View: Prerequisite(s): low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. At character level 7th, and every 7 levels after, their darkvision range increases by 30 feet. This replaces keen senses. (2 CP)
- Child of the Sea: Aelfkyn with aquatic elf parentage gain the aquatic subtype. They gain a swim speed equal to their base speed, gaining a +8 bonus on swim checks, and can breathe underwater. They also gain the amphibious special quality, allowing them to breath air. This replaces low-light vision and keen senses. (4 CP)
- Cold-Honed: Half-elves from arctic regions with this racial trait gain a racial bonus equal to half of their total Hit Dice on saving throws against cold effects. This replaces elven immunities. (2 CP)
- Dragon Soul: Some aelfkyn have forsaken a part of their lineage by embracing a more distant connection to dragons. Aelfkyn with this trait choose to count as either elves or humans for any effect regarding race instead of both. However, they now also count as dragons for the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons, but not for prerequisites), and gain a racial bonus equal to half of their total Hit Dice on saving throws against fear, sleep and paralysis effects. This replaces elven immunities. (3 CP)
- Drow-Blooded: Some aelfkyn born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet and light blindness. This replaces low-light vision. (1 CP)
- Drow Magic: A few aelfkyn with drow ancestry exhibit the innate magic of that race. Aelfkyn with this trait have drow blood somewhere in their background, and can cast dancing lights, darkness, and faerie fire a number of times per day equal to their total Hit Dice, using the aelfkyn’s total HD as their caster level. The DC is Charisma-based. This replaces elven immunities and keen senses. (6 CP)
- Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. This replaces keen senses. (2 CP)
- Fey Ancestry: You gain racial bonus equal to half of your Hit Dice on saves against charm spells and effects, and treat Knowledge (nature) and Perception as class skills. This replaces elven immunities. (4 CP)
- Fey Magic: The aelfkyn has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. She selects three 0-level druid spells and one 1st-level druid spell. When in the selected terrain, she gains these spells as spell-like abilities that can be cast a number of times per day equal to her total Hit Dice, using her total HD as caster level. The DC is Charisma-based. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. In addition, select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This replaces elven immunities. (3 CP)
- Round Ears: Sometimes aelfkyn are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They receive a racial bonus equal to their total Hit Dice on Disguise checks to appear human. This replaces keen senses. (2 CP)
- Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a racial bonus equal to half of their total Hit Dice on saving throws to remove negative levels and against energy drained, and recover physical ability damage from attacks by undead creatures at a rate of a number of points per ability score per day equal to half of their total HD (rather than the normal 1 point per ability score per day). This replaces elven immunities. (4 CP)
- Starchild: Some aelfkyn descend from elves who are not from this world, but rather visitors from another world, plane, or dimension. Aelfkyn with this trait gain Psychic Sensitivity as a bonus feat at 1st level. This replaces keen senses. (2 CP)
- Thinblood Resilience: Aelfkyn from the Deep Hollows with this racial trait are accustomed to torture at the hands of their drow forebears, and gain a racial bonus equal to half of their total Hit Dice on saves against sleep effects, poison, and disease, including magical diseases. Darkborn also gain the poison use ability and never risk accidentally poisoning themselves. This replaces the elven immunities. (4 CP)
Cultural Traits
- Adaptability: Aelfkyn receive Skill Focus as a bonus feat at 1st level. They gain another Skill Focus bonus feat for a different skill at character level 5th, and every 5 levels after. (4 CP)
- Alert for Betrayal: Aelfkyn gain a racial bonus equal to half of their total Hit Dice on saves against illusion spells and effects. Perception and Sense Motive are class skills for you. (3 CP)
- Ancestral Arms: Some aelfkyn receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. (2 CP)
- Arcane Training: Aelfkyn occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait can choose 2 favored class bonuses every time they take a level in an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). (2 CP)
- Behind the Veil: Characters with this trait gain a racial bonus equal to their total Hit Dice on Bluff and Sleight of Hand checks while benefiting from concealment or cover. (2 CP)
- Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a racial bonus equal to their total Hit Dice on Intimidate, Perception, and Stealth checks. (3 CP)
- Dreamer: Aelfkyn with this trait gain a racial bonus equal to half of their total Hit Dice on saving throws against illusion spells and effects. In addition, when entering a dreamscape in a lucid body, an aelfkyn with this racial trait racial bonus equal to half of her total Hit Dice on Charisma checks for the purpose of effects related to the Dreamlands. (2 CP)
- Drow Heritage: Aelfkyn with this trait count as drow for the purposes of any effect related to race, including prerequisites. This racial trait replaces the ability to choose any language as a bonus language, instead limiting the character to the bonus languages offered to nui'anthyr. Aelfkyn are also proficient with the hand crossbow, rapier, and double-edged straight sword. (3 CP)
- Elf-Scorned: Many aelfkyn, especially half-drow, are rejected by their elven parents and feel nothing but hatred and fear toward their inhuman ancestors. They gain a racial bonus equal to half of their total Hit Dice on attack rolls against elves. (2 CP)
- Elven Serenity: You embody the peace of the elven way of life, and apply this philosophy in your interactions with others. You gain a racial bonus equal to your total Hit Dice on Diplomacy and Handle Animal checks to calm other creatures. You need not speak the same language to attempt a Diplomacy check in this manner. (2 CP)
- Eye for Opportunity: Constantly facing the rough edges of two societies, some aelfkyn develop a knack for finding overlooked opportunities. Up to a number of times per day equal to their total Hit Dice, they can apply a racial bonus equal to half of their total HD on attacks of opportunity. (3 CP)
- Failed Apprentice: As a child, your parents sent you to a distant wizard’s tower as an apprentice so that you could learn the arcane arts. Unfortunately, you had no arcane talent whatsoever, though you did learn a great deal about the workings of spells and how to resist them. You gain a racial bonus equal to half of your total Hit Dice on saves against arcane spells. (4 CP)
- Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character, and she gains a racial bonus equal to half of her total Hit Dice on checks with them. (3 CP)
- Inspire Imitation: Whenever an aelfkyn succeeds at a skill check, she can inspire imitators as a free action. Any ally within 30 feet who witnesses the successful check and attempts the same check within the next minute gains a bonus equal to half of the aelfkyn's total Hit Dice on the check as if from the aid another action. (2 CP)
- Integrated: Many aelfkyn are skilled in the art of ingratiating themselves into a community as if they were natives. Aelfkyn with this racial trait gain a racial bonus equal to half of their total Hit Dice on checks for Disguise, Knowledge (local) for the region and Lore on the local people. (3 CP)
- Jungle Affinity: Aelfkyn from a jungle with this racial trait gain a racial bonus equal to their character level on Stealth and Survival checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle.
- Multidisciplined: Born to two races, aelfkyn have a knack for combining different magical traditions. If an aelfkyn with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were a number of levels higher equal to half of her character level, to a maximum of her character level.
- Multitalented: Aelfkyn choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. At character level 7th, and every 7 levels after, aelfkyn can choose an additional favored class.
- Pearl Diver: You are skilled at finding treasures in the warm coastal waters near the desert. You gain a racial bonus equal to your character level on Perception checks while underwater and can hold your breath for a number of rounds equal to three times your Constitution score before you risk drowning.
- Poison Minion: Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.
- Reflexive Improvisation: Aelfkyn raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a racial bonus equal to half of their character level on untrained skill checks.
- Sea Legs: Many aelfkyn raised among or interacted frequently with communities of aquatic elves find themselves well-acustomed to sea life. These aelfkyn receive a racial bonus equal to their character level on Swim checks, on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships.
- Sure Step: Adventurers can spend their whole careers in the alleys and sewers of large cities or the tunnels of the Underworld. Characters with this trait suffer no movement penalties when blinded or moving in darkness.
- Sociable: Aelfkyn are skilled at charming others and recovering from faux pas. If aelfkyn with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
- Sophisticate: Aelfkyn who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a racial bonus equal to their character level on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more.
- Trade Talk: You picked up not only the basics of your human parent’s profession, but also the lingo typical of the craft. Choose a Craft or Profession skill. You gain a racial bonus equal to your character level on checks with the chosen skill, and on Bluff and Sense Motive checks when dealing with people in the context of that craft or profession.
- Underworld Guide: Those who brave the lightless tunnels below the world’s surface learn to identify the dangerous phenomena that characterize the Underworld. Characters with this trait gain a +2 bonus on initiative checks, and on saves against traps and hazards when underground (from a lifetime of dodging accursed pools, cave-ins, and green slime).
- Voice in the Darkness: Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a racial bonus equal to their character level on Intimidate and Stealth checks.
- Wary: Many aelfkyn have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Aelfkyn with this trait gain a racial bonus equal to their character level on Sense Motive and Bluff checks.
- Water Child: Some aelfkyn are born of elves adapted to life on or near the water. These aelfkyn gain a racial bonus equal to their character level on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language.
- Weapon Familiarity: Aelfkyn raised among elves often feel pitied and mistrusted by their longer-lived kin, and yet they receive training in elf weapons. They gain the elf‘s weapon familiarity trait. (1 CP)
- Wild Domesticator: Handle Animal is always a class skill for you. Additionally, you gain a racial bonus equal to your character level on Handle Animal checks to train an animal, and can teach a trained animal one additional trick beyond its normal maximum.
Racial Feats
Feat Name | Category/Type | Prerequisites | Benefit |
---|---|---|---|
Arcane Talent | General | Cha 10; elf, half-elf, or gnome | Cast a 0-level spell a number of times per day equal to your character level as a spell-like ability. |
Child of Two Fates | General | Knowledge (local) 5 ranks, half-elf | Gain a human or elf ally’s teamwork feat temporarily. |
Discerning Eye | General | Elf or half-elf, keen senses racial trait | You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. |
Elven Spirit | General | Half-elf | You have a +2 racial bonus on caster level checks made to overcome spell resistance. |
Exile’s Path | General | Half-elf | Reroll a will save versus enchantment spell once per day. |
Fearless Destiny | General | Character level 6th, Heroic Destiny, human or half-human | Once per day, any effect that would reduce you to hit points equal to negative twice your Constitution score or fewer instead reduces you to hit points equal to your negative Constitution score and leaves you in a stable condition. Effects that kill you without reducing your hit points (such as death effects or disintegrate) function normally. |
Half-Drow Paragon | General | Drow-blooded and drow magic racial traits, half-elf | You count as a drow for any effects that relate to race. |
Heroic Destiny | General | Human or half-human | Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus on the roll, check, or save. |
Human Spirit | General | Half-elf | You receive 1 bonus skill rank, plus 1 per level (max 4). |
Inspiring Talent | Teamwork | Half-elf, adaptability or ancestral arms racial trait | Share benefits of an ally’s Skill Focus or weapon proficiencies in certain situations. |
Leaf Singer | General | Cha 13, bardic performance, elf or half-elf | Gain benefits to bardic performance in forests and against fey. |
Multitalented Mastery | General | Character level 5th, half-elf, multitalented racial trait | All of your classes are considered favored classes |
Neither Elf Nor Human | General | Exile’s Path, Seen and Unseen, character level 11th, half-elf | You are not considered elven or human for the purpose of harmful spells |
Pass for Human | General | Half-elf, half-orc, or halfling | +10 on Disguise checks to look like a human. |
Protected Destiny | General | Character level 3rd, Heroic Destiny, human or half-human | Once per day, if you roll a natural 1 on a saving throw, you may reroll the save. |
Seen and Unseen | General | Exile’s Path, character level 5th, half-elf | You gain a +2 bonus on all saving throws against scrying or divination effects. |
Shared Insight | General | Wis 13, half-elf | Grant friendly creatures a +2 bonus on Perception checks. |
Shared Manipulation | General | Cha 13, half-elf | As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks. |
Sociable | General | Cha 13, half-elf | Grant friendly creatures a +2 bonus on Diplomacy checks. |
page revision: 17, last edited: 20 Nov 2022 07:16