Sea Elf Racial Feats

Vocal Puppetmaster:   Prerequisites: Sea Elf, 'Vocal Hypnosis' alternate racial trait, Character level 9th   Effects: Using 'Vocal Hyposis' takes a standard action instead of a full-round action. Additionally, when using 'Vocal Hypnosis', the penalty now applies to all mind-affecting effects, and increases by 1 for every 5HD you have. You can make creature's attitudes change up to helpful instead of friendly, and you may choose to affect those who fail the save with an effect identical to the Suggestion Spell. Regardless if the target succeeds or fails the save against the suggestion, they cannot be affected by the suggestion for 24 hours. Creatures still do not realize they are affected by this ability unless you choose to affect them with a suggestion and they succeed the save by 5 or more.   One of the most well-protected and dangerous techniques of the Tropical Sea Elves, Vocal Domination is a technique that is nothing more than speaking in certain tones and insert certain hypnotic phrases into their speech...and with plenty of practice, Tropical Sea Elves can all but control those who listen to them like a puppeteer controlling a marionette...and the fact their targets never even realize it makes them feared far and wide.
 
Shrimping Technique:   Prerequisites: Sea Elf, 'Underwater Warriors' racial trait or 'Underwater Battlemaster' alternate racial trait, Character level 5th   Effects: You gain the 'Compression' Universal Monster Rule. Additionally, a number of times per day equal to your CONMOD(Min 1), when you are grappled or the subject of a combat maneuver that successfully beats your CMD, you can force your foe that is performing the maneuver to make a reflex save as an immediate action(DC 10 + 1/2HD + CONMOD), and on a failed save, you automatically avoid the maneuver as if they had failed to beat your CMD.   A technique invented and popularized by the Infensus, or Lava Elves, after countless hours spent in their massive underwater gladiatorial arenas and training ceaselessly in the art of combat, 'Shrimping' involves utilizing the natural sliminess inherent to all Sea Elven bodies along with expert twists and turns to slip free of any attempt to utilize a combat maneuver on them like a slippery shrimp.
 
Bladeflash:   Prerequisites: Sea Elf, 'Swordtrained' alternate racial trait   Effects: All swordlike weapons you wield gain a range increment of 20ft if they do not have one already. Whenever you throw a swordlike weapon in this way, you may teleport as per the spell dimension door to the empty square the blade lands within. As a standard action, you can instead recall your weapon to your hand as if it had the returning property so long as it is within eyesight and can travel to your unobstructed.   A technique invented by the Lava Elves and brought to fruitition by the Deep Sea Elves with their technology, the Bladeflash involves the implantation of a circuit within one's body and sword arm that distributes and links to circuits that are duplicated onto the handle of any sword or similar weapon the user wields. When thrown, these circuits let the user jump across space to reunite with their blade.
 
Trench Wail:   Prerequisites: Sea Elf, 'Trench Magic' alternate racial trait, Character level 4th   Effects: Once per combat, you can release an ear-piercing scream from your mutant vocal chords, forcing all hostile creatures within 100ft to succeed at a Will Save(DC 10 + 1/2 HD + CONMOD) or take 2d8 sonic damage and become deafened and shaken for 1d4+1 rounds. A successful save halves the damage, negates the deafened condition, and reduces the shaken duration to 1 round.   Special: Any creatures within or atop bodies of water within the radius automatically take an additional 1d8 bludgeoning, piercing, and slashing damage with no save as the water explodes upwards into them.   A wail born from a life lived in the blackest and most evil depths of the deepest Oceanic Trenches and pits, the haunting wail of the Huagi is the stuff of legend, capable of whipping the water near them into a frenzy as sonic shockwaves peal over their foes, deafening and shaking them from the horrible, guttural nature of the scream.
 
Cultural Inheritance:   Prerequisites: Sea Elf, 'Cultural Appropriation' alternate racial trait   Effects: You may take any racial feat from High Humans except "Imperious Dominus Optimus Maximus", ignoring any race-based prerequisites but you must meet all others as normal, including racial and alternate racial trait prerequisites.   Taking their appropriation of the ancient technology of High Humans to the logical end, many Sea Elves consider themselves the 'Next Generation' of High Humanity, and many Deep Ocean Sea Elves end up building sizable Tech Vaults of their own in highly secretive locations out of respect to those who came before them.
 
Rainbow Scales:   Prerequisites: Sea Elf, Character level 8th   Effects: Gain resistance 10 to one of the following elements and resistance 5 to another: Fire, Cold, Electricity, Acid, and Sonic. You can choose to shine light as a torch from your scales and turn off said light as a free action.   With scales that glimmer and shine a gorgeous myriad of hues, these rare Rainbow-scaled Sea Elves are beloved by all who lay eyes upon them for their extreme beauty and the light which radiates from them as if they were literally a lantern...secretely, however, these Elves prize their scales for their incredible resilience to several elements.
 
Onboard Weapons Platform:   Prerequisites: Sea Elf   Effects: You can conceal a melee weapon in each of your arms. Storing these weapons is a swift action, and you may retrieve them as an immediate action, after which they automatically slide into your hand and let you wield them immediately. You can alternatively fire melee weapons you have stored in your arms as a move action that does not provoke AoO, treating it as a ranged attack with a default 30ft ranged increment, dealing the weapon's damage on a successful hit. You cannot store ranged weapons in your arms unless they are guns or technology ranged weapons, but once you store such weapons you can fire them directly from your arms as if you were wielding that weapon and firing it as normal. Normal dual wielding penalties apply. Weapons you store in this way cannot be detected by detect magic or similar effects so long as they kept within your arms, and you a +10 on all disguise checks made to conceal items or weapons on your person due to various compartments on your body.   Having modified their bodies so greatly that they have become closer to incredibly lifelike mechanical androids than living creatures, these rare Sea Elves(Often Deep Sea Elves) are marvels of modern technology, capable of storing weapons in interior pocket spaces until they are needed later on.
 
Oxygen Mage:   Prerequisites: Sea Elf, Character level 7th   Effects: You can, as a full round action, choose any square within 30ft and have a 15-ft radius bubble of clean air constantly emanate from it for 1d4+1 rounds, allowing creatures who require air to breath in a vacuum or underwater while inside of the radius of the bubble, and granting a +4 to saves made vs. airborne spells such as cloudkill and stinking cloud to those within the bubble.   The crucial mages who keep the cities of the Sea Elves surrounded by breathable domes of oxygen to support travelers within the oceanic depths, the Oxygen Mages are a valuable resource within Sea Elven life. Armed with this innate control over air itself, they can prove invaluable assets on the surface alongside other races who cannot breath water, as they create shimmering bubbles of fresh air from a point in space with nothing but concentration and willpower.
 
Decompression Detonator:   Prerequisites: Sea Elf, 'Oxygen Mage' Racial Feat, Character level 12th   Effects: Once per combat, Once you have established a bubble with the 'Oxygen Mage' feat, you can cause it collapse as a swift action, dealing 8d6 magic bludgeoning damage to all caught within its radius as the sphere of oxygen snap-collapses unless they succeed at a fortitude save (DC 10 + 1/2 HD + CHAMOD), taking half damage on a successful save. Objects within this bubble take this damage as well. All creatures outside of the bubble but within 20 feet of it must make the same fortitude save or be dragged 30ft towards the bubble's epicenter.   A brutal and dark technique used by only the most accomplished and driven Oxygen Mages, the 'Decompression' technique is a dark and often frowned upon thing that involves using the Oxygen Mage's innate control over air itself to cause a runaway collapse of their air bubbles, practically deleting the fresh air within and watching gleefully as the surrounding air rushes into the now-empty vaccuum, causing an explosive compression that deals massive damage to all caught within its radius, and yanking all nearby towards its epicenter.
 
Waveblader:   Prerequisites: Sea Elf, Character level 6th   Effects: Whenever you successfully strike a creature with a melee attack, the target creature takes an extra 1d4 points of piercing and slashing damage and half again as much in cold damage(4 Pierce + 2 Cold = 6 total) as water blades echo out from your blade and strike them. You may, once per combat as a ranged attack with any melee weapon you wield, send a booming wave of water out from a swing of your blade to a valid enemy target, dealing the weapon's damage plus 1d6 extra cold damage with a range increment of 30ft.   Their blades and melee weapons dripping water constantly even in the hottest desert, these mysterious and highly skilled Sea Elven Elite Warriors have mastered a technique known as 'The Waveblade", where one's blade is treated with a special Sea Elven concoction and bonded to its wielder for as long as it is kept in their possession. The result of this technique produce beautiful arcs of shimmering water that trail after each slash and swing and stab they make, which echo their every strike and lash out against nearby targets with a mind of their own.
 
Uttercold Glacierblader:   Prerequisites: Sea Elf, 'Waveblader' Racial Feat, Character level 12th   Effects: 'Waveblader' now deals 2d4 extra piercing and slashing damage instead of 1d4, and the cold damage bypasses all immunities and resistances. The ranged attack of Waveblader can be used twice per combat and now deals 2d4 cold damage additionally instead of 1d6 that bypasses all immunities and resistances. Creatures hit by this ranged attack have all forms of movement reduced by 10ft to a minimum of 10ft minimum movement speed, which lasts for 1d4+1 rounds. Additionally, flying creatures hit by the ranged attack must make a Fly Check (DC 10 + Damage Dealt) or be dropped 20ft.   Taking the Waveblade Technique to such a masterful height that they become veritable Grandmasters of the technique and of the blade, these rare Sea Elves bring the Waveblade technique to even higher limits by infusing an Uttercold heart into their chosen weapon taken from the center of an Uttercold Nexus within the Oceanic Depths, making the water produced by their every strike so absolutely freezing that the very soul and essence of their target is frozen and slowed with each strike.
 
Aquarius's Vestige:   Prerequisites: Sea Elf, Character level 7th   Effects: You gain fast healing 5, though it does not work in Desert Environments or other extremely hot or arid environments(GM Discretion). This fast healing increases to regeneration negated by electricity while you are partially(At least halfway) or completely submerged in water.   Carrying a shard of the primordial ocean itself within their chests, some Sea Elves are blessed by the ocean itself, and find that the water itself embraces them and begins to knit their wounds shut when they take damage...even going so far as repairing organs and preventing death...though this ability works outside of water, its effects are lessened outside of the ocean but work thanks to the natural wetness of Sea Elven skin, and are negated completely within extremely arid or hot environments.
 
Penguin Dervish:   Prerequisites: Sea Elf, Character level 5th   Effects: Whenever you charge and move at least as far as your normal base land speed, you can choose to immediately teleport as per the spell dimension door to another square within your line of sight and continue your charge from there.   A perfect example of how in-tune with nature Elves as a species truly are, the 'Penguin Dervish' technique is one born from Sea Elven children playing merrily with penguins, mimicking them as they slid around on their stomachs..and in doing so, gave birth to an idea that their Sea Elven Warrior parents honed into a terrifying dimensional technique which evokes the visage of a belly-sliding penguin as they charge into battle, putting their foes off guard with the strange technique before re-appearing behind them to strike them where they least expect it.
 
Drip, Drip, Drop:   Prerequisites: Sea Elf   Effects: You can have it rain in a 30ft radius around you or stop the rain as a free action. While it is raining in this way, you can affect one spell or spell-like ability with the cold descriptor or that deals cold damage with an Empower Metamagic once per day. You can choose instead to make one spell with the fire descriptor or that deals fire damage to deal 1/2 damage. This rain does not vanish and accumulates as normal.   Morose, Lonely, and Dejected, the Sea Elves who are exiled from their homes for one reason or another sometimes are afflicted by a strange curse or perhaps a blessing that causes rainclouds to eternally follow above them, raining down cold water on command without end until they desire it ended...while it has its uses, there is no greater shame in Sea Elven society.
 
Infensus Mirrormaster:   Prerequisites: Sea Elf   Effects: Once per combat, you can apply an illusion spell to all allied creatures within 30ft of you that makes them appear to be you that appeals to all senses (Smell, Touch, Taste, Sight, Sound), appearing identical to you down to equipment and everything at the moment this ability was used. Enemies or creatures do not get a save to disbelieve this ability until they interact with it in some way, such as attacking them, touching them, etc, at which point they automatically get a will save(DC 10 + 1/2HD + CHAMOD - 2 for each successive save after the first) This spell does not prevent common sense, so an enemy can still figure out who is who if they were in their line of sight when the change happened, but may get confused if they move around afterwards. This mirage lasts for 1 minute per 2HD you possess.   Generals, Commanders, and the Elite Shocktroopers of the hardened Lava Elven military, the Infensus Mirrormasters are a deadly cadre of warrior-priests who fight with a zeal unmatched by even the standards of their brethren, using Lava Elven magic to masquerade themselves and their allies as themselves to fool and confuse their enemies.

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