Pathfinder 2e Elves Extras/Alterations
GM NOTE: Elves upon Valerick originate from two stocks, meaning introduced here are two new heritages. This does not mean of course that you can't play the existing heritages, though it is worth noting the dark elves, also known as the darkari or the night elves, are generally evil as sin and a Faellen Race, so they would likely require special explanation or special permission with your GM.
Elf Mechanics in Valerick
Starting Ancestry Hit Points: 6+Constituition Modifier
Size: Medium
Speed: 40 feet
Ability Modifiers: +2 Dexterity, +2 Intelligence, One free Boost, -2 Constitution
Languages: Unchanged
Aethyr Sight: Elves are beings born of magick, perhaps the first mortal children of creation. Every elf, regardless if they have the Touch or not, is born with Aethyr Sight, able to see into the Aethyr as easily as you or I might see in broad daylight.
Low-light Vision: As per normal in Pathfinder 2e, all elves have low-light vision.
Sleep Immunity: Elves on Valerick do not sleep as you or me would recognize it, and what's more they are actually physiologically incapable of true sleep. They instead enter a sort of semi aware meditative trance to recuperate when they rest. Elves are immune to sleep based effects of a magick and mundane nature.
Heritages
Skye Elves
Skye Elves are the ethnicity of elves from Gavis-Lune whom rule the karsks and sky jungles of Valewyr. They are a more martial and warrior like people reknowned for their skill in the saddle whilst airborne, particularly upon pegasi. They gain an unique ancestry feat upon character creation Born in the Sky-Saddle granting them a permanent +2 to Ride (Avian) skill rolls.
[Woad Elves
Woad Elves are the ethnicity of elf from the continent of Durol originally, and are a unique even among elves for their inherent connectivity to the primal forces of the world. A Woad elf upon character creation has to select which tribal background and bloodline they possess. It should be noted this directly impacts how a Woad Elf character would create a Magister if they choose that profession, namely locking in their specialization without the ability to choose, because they were born with a connection to the Aethyr already established on an elemental level. This selection provides two unique benefits, the first and simplest being the Resist trait for the appropriate elemental damage equal to 1 for every 4 character levels they have, minimum of 1. The second is a unique spell like ability called a Knack that you can utilize a number of times per day equal to 1/4 character levels. This ability is not subject to any sort of casting roll, it has no miscast chance, it is merely an inherent thing you can tap into. These options are laid out below in a table and then detailed a bit more fully below.
Manna Flow | Damage Type for Resist | Knack ability name | Knack ability range | Knack Base Effect | Scaling Effects | Damage/Healing if applicable |
---|---|---|---|---|---|---|
Ruby | Fire | Combust | 60 feet | Ignite combustible object no larger than a belt pouch. | Level 7, you can ignite a small size object. Up damage by 1d6. Level 14 you can ignite a medium size object. Up damage 1d6 | 1d6+Intelligence Bonus Fire Damage. Intelligence Bonus becomes Consistent fire damage. Dex Save and 1 action to put out. |
Sapphire | Cold | Healing Waters | 60 feet | A vial or cup of water you can see in range heals upon drinking. | Level 7 doubles the healing, level 14 triples it. | 1d4+Intelligence Bonus healing |
Emerald | Poison | Naturespeaker | 30 feet | You can ask a single question of flora and fauna within range of you, and will recieve an answer. | Level 7 you ask 2 questions. Level 14 you ask 3 questions. | N/A |
Topaz | Thunder | Earthshaker's Step | 60 feet | You make a trip attempt against a creature in range | level 7 you can target two creatures. Level 14 you can target 3 creatures | N/A |
Diamond | Radiant | Cleansing Caress | Touch | You remove/cleanse 1 negative condition (not dying) from creature you touch. | Level 7 you can remove two negative conditions. Level 14 you can remove three. | N/A |
Onyx | Psychic | Shadow Step | Self | You may teleport up to 10 feet as a reaction to being targeted by a harmful effect or attack. | Level 7 it becomes 1/2 your movement speed. Level 14 it becomes your full movement speed | N/A |
Opal | Lightning | Windy Whispers | 60 feet | You and target creature may exchange one ten word message each that no one else can hear. | Level 7 you may two creatures. Level 14 you may target 3 creatures. | N/A |
Amethyst | Necrotic | Life-Stealer's Touch | Touch Attack | You inflict damage upon touched creature and heal for the damage dealt | Level 7 damage increases. Level 14 damage increases. | 1d4+Intelligence Modifier Necrotic Damage, you heal for damage dealt. |
Any Saving throws for these abilities or any attacks rolled for them are rolled based on your profession proficency rank/profession (class) DC.
(New) Ancestry Feats by Level
Ancestry Feats 1st Level
Mental Strength
Feat 1
Traits: Mental, Elf, Common
Source: Adventures in Valerick
Access: Be an Elf
Elves have a distinct edge when dealing with any effect magickal or mundane that has the Mental or Illusion or Charm traits. They gain a bonus to any saving throw they make against such effects equal to 1/2 their character level.
Manna-Touched Resistance
Feat 1
Traits: Magick, Woad Elf, Common
Source: Adventures in Valerick
Access: Be a Woad Elf
Woad Elves have a natural affinity, and therefore a natural resistance, to the magicks formed from the element they were born affiliated to. You gain a bonus equal to 1/2 your character level to any saving throw made against any spell that does the appropriate damage type or has the appropriate traits/school for the elemental type your heritage bestowed upon you.
Ancestry Feats 5th level
Saddle-born Marksman
Feat 5
Traits: Uncommon, Skye Elf Heritage
Source: Adventures in Valerick
Access: Be a Skye Elf, Be at least Trained with one family of Ranged Weapons.
Skye Elves whom spend any time growing into adulthood in Valewyr inevitably learn the basics of shooting from the saddle whilst airborne, be it on a pegasus, gryph or couatzl, whichever mount it might be, when riding an avian creature, even without a specialized saddle (which the Skye Elves do not use, believing that the rider should be adept enough to not need the straps to secure themselves) They do not require a Ride check at the end of their turns if they used a ranged weapon that requires both hands to attack to maintain balance. Furthermore they can use ranged weapons that do not have the Mounted trait as if they did upon any mount that fits the Avian category.
Elemental Power I
Feat 5
Traits: (Insert Element here), Woad, Primal, Spell, Uncommon
Source: Adventures in Valerick
Access: Be a Woad Elf
Some Woad Elves are more imbued with the touch of the elements than others and can just inherently tap into even more power, almost unconsciously so. A Woad Elf with this feat selects 1 spell-form (Tier I only!) with a Casting DC of 20 or less and they can cast this spell by spending the appropriate actions without the necessity of a Spell-Weaving skill roll and with no risk of failure (but also no risk of over channeling). The DC for saves against your casting of the spell equal you Profession (class) DC. You can utilize this ability 1/day. This spell, once selected, is permanent and cannot be changed by any means.
Ancestry Feats 9th level
Fly-by Shot
Feat 9
Traits:Attack, Skye Elf, Uncommon
Source: Adventures in Valerick
Access: Be a Skye Elf, Be at least Expert with one family of Ranged Weapons and in Ride (Avian)
Skye Elves whom spend long enough learning to fight on the fly soon learn to put some level of control and faith in their mount, no longer feeling the need to hold the reins whenever the their mount is pulling aerial maneuvors. By spending one action a Skye Elf mounted on an Avian creature can move up to their full movement speed and make a single ranged attack at any point during that movement.
Elemental Power II
Feat 9
Traits: (Insert Element here), Woad, Primal, Spell, Uncommon
Source: Adventures in Valerick
Access: Be a Woad Elf, Have Elemental Power I
Some Woad Elves are more imbued with the touch of the elements than others and can just inherently tap into even more power, almost unconsciously so. A Woad Elf with this feat selects 1 spell-form (Tier II only!) with a Casting DC of 25 or less and they can cast this spell by spending the appropriate actions without the necessity of a Spell-Weaving skill roll and with no risk of failure (but also no risk of over channeling). The DC for saves against your casting of the spell equal you Profession (class) DC. You can utilize this ability 1/day. This spell, once selected, is permanent and cannot be changed by any means.
[center
Ancestry Feats 13th level
Elemental Power III
Feat 13
Traits: (Insert Element here), Woad, Primal, Spell, Uncommon
Source: Adventures in Valerick
Access: Be a Woad Elf, Have Elemental Power II Feat
Some Woad Elves are more imbued with the touch of the elements than others and can just inherently tap into even more power, almost unconsciously so. A Woad Elf with this feat selects 1 spell-form (Tier III only!) with a Casting DC of 30 or less and they can cast this spell by spending the appropriate actions without the necessity of a Spell-Weaving skill roll and with no risk of failure (but also no risk of over channeling). The DC for saves against your casting of the spell equal you Profession (class) DC. You can utilize this ability 1/day. This spell, once selected, is permanent and cannot be changed by any means.
Saved by the Saddle
Feat 13
Traits:Attack, Skye Elf, Uncommon
Source: Adventures in Valerick
Access: Be a Skye Elf, Be at least Expert in Ride (Avian)
Skye Elves whom spend long enough learning to fight on the fly soon learn to trust their mount implicitly, and the mounts are well trained indeed. Should the Skye Elf be dismounted and begin falling, as a reaction the mount may move up to their full movement speed twice in a complete dive bomb sprint to catch up to and get under the rider to insure they land on/in the saddle. The rider makes a Dexterity Save against their own Class DC and the mount makes a Constitution save against the same. If the rider critically fails, they land in the saddle, prone, folded over it, but the impact sends them into unconsciousness. If they merely fail, they take fall damage appropriate for the mounts movement speed doubled. If they succeed they take half damage, on a critical success they land smoothly in the saddle, upright, able to somehow wrench some measure of motor control amidst free fall. If the mount critically fails, they become Stunned (1) and begin plummeting uncontrollably. If they merely fail, they become Slowed (1) but do not start to fall. If they succeed they take the other half of the fall damage for their rider, angling their approach in a way to insure some of the impact force is theirs to bear. On a critical success the landing is silky smooth, as if they'd never been separated, other than the inevitable change in altitude.
Ancestry Feats 17th level
Elemental Energization
Feat 17
Traits: (Insert Element here), Woad, Primal, Rare
Source: Adventures in Valerick
Access: Be a Woad Elf, Have Elemental Power III Feat
A select few Woad Elves become more fully imbued with their natural connectivity to the force and manna they are tied to as they grow, and embrace it. With this feat, all Elemental Power spells a Woad Elf has can now be cast 1/hour.
One with the Sky
Feat 17
Traits:Skye Elf, Rare
Source: Adventures in Valerick
Access: Be a Skye Elf, Be at least Master in Ride (Avian)
Amongst Skye Elves, those whom do practice the Sky-Riding with a mount companion, the true pinnacle of mastery between mount and rider is reached at this point. You automatically critically succeed any Ride (Avian) check that you'd need to make due to any environmental hazards or effects, such as extreme wings, a sudden down or up draft, even a lightning strike (provided you both retain consciousness), or extreme heat or cold.
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