Post by Dirtypanda69 on May 11, 2014 15:56:19 GMT
The elf races of Auldrun consist of the Eldi'mur (High elves) Faer'mur (Wild elves), Zal'mur (Pale elves), and the interbred Half Elves.
The Eldi'mur and Faer'mur commonly populate the small continent of Faer'lun with its dense and exotic woodland canopies where they take solitude from the greed and chaos wrought in Auldrun by the other races, Though they prefer a secluded life, there are those among them that journey abroad into terre, and many that seek to take back their ancient elven homeland in the wildlands which was lost to them millenia ago to the ancient demon wars. The Zal'mur are an elven race said to have been among the first to be afflicted with the madness of the Atreezu shrines of The wildlands. Because of their nature they prefer to dwell in the subterranean parts of Auldrun. They most commonly reside in Ulanar's Sanctuary which many Zal'mur consider a saving grace granted to them by a long past Drauwl Lord named Ulanar Stonebreaker who found a sense of empathy for their affliction and gave them a place in his deep halls within Mt. Golag. Eldi'mur males on average stand at 5'9" to 6'5" tall and weigh 130 to 180 lbs while females stand at 5'5" to 6' tall and weigh 110 to 150 lbs. Eldi'mur and Zal'mur males and females both stand at 4'8" to 5'5" and weigh 100 to 140 lbs. Half elves are generally the same height and weight as midlanders.
Base Elf traits (these traits apply to all elf races including half elf)
Speed: 30ft
Keen Senses: +2 bonus to Perception checks
Elven Immunities: Immune to magic sleep effects, +2 bonus to saving throws against Enchantment spells and effects.
Languages: Common, Elven. Elves with high intelligence can learn to speak Drauwl, Gnomish, Orcish, Draconic, Rakshi, Celestial, and Abyssal.
Eldi'mur
Ability Scores: +2 int, +2 wis, -2 str
Size: M
Low light vision
Eldi'mur Magic: +2 bonus to Spell Save DC, +2 bonus to spellcraft checks.
gains 1 bonus spell per day for each spell level.
Heightened Spell resistance: gains a +1 bonus per level on all saving throws against Spells (max +5)
Faer'mur
Ability Scores: +3 dex, +1 cha -2 con
Size:M
Low light Vision
Weapon Familiarity: Proficient with Longswords, Rapiers, Longbows, Composite Longbows, Shortbows, Composite Shortbows and All weapons and armor of Elven make.
Wildkin: While in Forest or Jungle types of terrain, the Faer'mur gain a +2 bonus to Stealth, and can perform sneak attacks (+1d6) as defined by the Rogue class in the Pathfinder core rules.
Zal'mur
Ability Scores: +2 str, +2 con, -2 cha
Size: M
Darkvision: Zal'mur can see in the dark up to 60 ft.
Fire resistance: +5 damage reduction against fire damage.
Underworldkin: While in a subterranean environment the Zal'mur gain a +2 bonus to stealth and can perform sneak attacks (+1d6) as defined by the Rogue class in the Pathfinder Core rules.
Combative Nature: A Zal'mur's Base attack bonus increases by +1 at 1st, 5th, and 10th level in addition to base attack bonus increases from their class.
Light Sensitive: Whenever exposed to sunlight the Zal'mur suffer a -1 penalty to attack rolls, Perception checks, and saving throws and lose their dexterity bonus to AC. Any kind of shaded cover or clothing that would block sunlight from coming into contact with the skin and eyes prevent's these penalties.
Half Elf
+2 to any ability score
Low light vision
Elven lineage: Half elves inherite some of the traits of their lineage ( Eldi'mur decendance; +1 int, +2 bonus to caster level checks. Faer'mur decendance; +1 dex, +2 bonus to stealth checks while in forest or jungle terrain. Zal'mur decendance; +1 str, +3 damage reduction against fire damage)
Elf blood: Half Elves count as both human and elf for effects related to race.
Multitalented: Half Elves take 2 favored classes at first level
Languages: Elven and Common, Half Elves with high intelligence scores can learn any language that is not a secret language.
The Eldi'mur and Faer'mur commonly populate the small continent of Faer'lun with its dense and exotic woodland canopies where they take solitude from the greed and chaos wrought in Auldrun by the other races, Though they prefer a secluded life, there are those among them that journey abroad into terre, and many that seek to take back their ancient elven homeland in the wildlands which was lost to them millenia ago to the ancient demon wars. The Zal'mur are an elven race said to have been among the first to be afflicted with the madness of the Atreezu shrines of The wildlands. Because of their nature they prefer to dwell in the subterranean parts of Auldrun. They most commonly reside in Ulanar's Sanctuary which many Zal'mur consider a saving grace granted to them by a long past Drauwl Lord named Ulanar Stonebreaker who found a sense of empathy for their affliction and gave them a place in his deep halls within Mt. Golag. Eldi'mur males on average stand at 5'9" to 6'5" tall and weigh 130 to 180 lbs while females stand at 5'5" to 6' tall and weigh 110 to 150 lbs. Eldi'mur and Zal'mur males and females both stand at 4'8" to 5'5" and weigh 100 to 140 lbs. Half elves are generally the same height and weight as midlanders.
Base Elf traits (these traits apply to all elf races including half elf)
Speed: 30ft
Keen Senses: +2 bonus to Perception checks
Elven Immunities: Immune to magic sleep effects, +2 bonus to saving throws against Enchantment spells and effects.
Languages: Common, Elven. Elves with high intelligence can learn to speak Drauwl, Gnomish, Orcish, Draconic, Rakshi, Celestial, and Abyssal.
Eldi'mur
Ability Scores: +2 int, +2 wis, -2 str
Size: M
Low light vision
Eldi'mur Magic: +2 bonus to Spell Save DC, +2 bonus to spellcraft checks.
gains 1 bonus spell per day for each spell level.
Heightened Spell resistance: gains a +1 bonus per level on all saving throws against Spells (max +5)
Faer'mur
Ability Scores: +3 dex, +1 cha -2 con
Size:M
Low light Vision
Weapon Familiarity: Proficient with Longswords, Rapiers, Longbows, Composite Longbows, Shortbows, Composite Shortbows and All weapons and armor of Elven make.
Wildkin: While in Forest or Jungle types of terrain, the Faer'mur gain a +2 bonus to Stealth, and can perform sneak attacks (+1d6) as defined by the Rogue class in the Pathfinder core rules.
Zal'mur
Ability Scores: +2 str, +2 con, -2 cha
Size: M
Darkvision: Zal'mur can see in the dark up to 60 ft.
Fire resistance: +5 damage reduction against fire damage.
Underworldkin: While in a subterranean environment the Zal'mur gain a +2 bonus to stealth and can perform sneak attacks (+1d6) as defined by the Rogue class in the Pathfinder Core rules.
Combative Nature: A Zal'mur's Base attack bonus increases by +1 at 1st, 5th, and 10th level in addition to base attack bonus increases from their class.
Light Sensitive: Whenever exposed to sunlight the Zal'mur suffer a -1 penalty to attack rolls, Perception checks, and saving throws and lose their dexterity bonus to AC. Any kind of shaded cover or clothing that would block sunlight from coming into contact with the skin and eyes prevent's these penalties.
Half Elf
+2 to any ability score
Low light vision
Elven lineage: Half elves inherite some of the traits of their lineage ( Eldi'mur decendance; +1 int, +2 bonus to caster level checks. Faer'mur decendance; +1 dex, +2 bonus to stealth checks while in forest or jungle terrain. Zal'mur decendance; +1 str, +3 damage reduction against fire damage)
Elf blood: Half Elves count as both human and elf for effects related to race.
Multitalented: Half Elves take 2 favored classes at first level
Languages: Elven and Common, Half Elves with high intelligence scores can learn any language that is not a secret language.