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Freebooter Elves

Freebooter Elves love to travel, tell tales, smile, and learn new things. They often come back to cities fifty years later to just see how the people and places have changed and grown. They love the Dycides more than most seeing the rich metropolises and scenic land as something to experience over a long joyful life as what all should aspire to. Trying not to get encumbered by too much stress, they find as much joy in a game of cards with some true friends as slaying a threat to a local farmer and having a delicious meal with their family.  

Physical Description:

Slightly shorter than the other elves they have a dexterity that is second to none. A common nickname are the cat-elves because of their ability to scale with great balance and when they fall always to land on their feet. They are fragile and do not suffer well in close combat, preferring a more distanced approached, or one where no one sees them coming.  

Society:

There is no true society of Freebooter elves but they find themselves in nearly every society in one way or another. They prefer it that way. Governance, though a task they are perfectly capable of, often is more of a hassle than anything else. They look for places they can call home for a few decades, learning from people and joining in adventure, then eventually move on when life starts to grow mundane. Though Freebooters have mixed feelings about it, people often see them as similar to True Dhampir in that way. Freebooter’s however are inexorably drawn to water and most notably the sea and bright sun, and often shirk responsibility that a True Dhampir might try to take on for the greater good.  

Relations:

Among the other elves the Freebooters would do their best to live and let live. Imperials hate them, and the Ajarans are beginning to be a much closer cousin. The difference being living the city life is old hat to them. Usually liked by most races, only those too connected to law or those stubborn to change anything about themselves rub a Freebooter raw. In the Dycides, a world of so many connecting ideas and ideals, fixing yourself to one way of life isn’t worth it to a Freebooter.  

Alignment and Religion:

There is an impulse towards a Chaotic life for the Freebooters, who desperately would hate for their lives to get boring. Their general zest for life also puts pressure on them to be Good. Getting lost in the knowledge of the Dycides is always an excursion worth having, but they tend to put more stock in people than deities. Those that worship do love their deity have a carefree zeal, often aspiring themselves toward Shelyn, Cayden Cailean, Calistra or Desna.  

Adventurers:

“Life should be about the next adventure,” is a sentiment held in the heart of Freebooters. Often seafaring individuals they enjoy looking for the next big thrill. They are likely to keep to an adventuring guild only if it keeps them moving and meeting new people. They are often skills archers or kinder rogues. Those with the dedication take up wizardry or a Blackblade as a magus, exploring news spells and skills with the same fervor that they do everything else.  

Stats Block

Ability Score Modifiers: (+2 Dex, +2 Int, -2 Con) Freebooters are nimble, both in body and mind, but their form is frail.   Size: Freebooters are Medium creatures and thus receive no bonuses or penalties due to their size.   Type: Freebooters are Humanoids with the elf subtype.   Base Speed: Freebooters have a base speed of 30 feet.   Languages: Freebooters begin play speaking Common and Elven. Freebooters with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnome, Grippli, Halfling, Orc, and Sylvan.   Nimble Faller: Freebooters land on their feet even when they take lethal damage from a fall. Furthermore, they gain a +1 bonus to their CMD against trip attempts.   Illustrious Urbanite: Freebooters have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, evocation, or transmutation spells as a bonus feat. When casting spells of this school, the Freebooters can choose to have the spell leave undamaged any building or structure that would normally be affected.   Elven Potency: Freebooters receive a +2 racial bonus on caster level checks made to overcome spell resistance.   Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships.   Urbanite: Freebooters gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.   Low-Light Vision: Freebooters can see twice as far as humans in conditions of dim light.   Emissary: Once per day, Freebooters can roll twice when making a Bluff or Diplomacy check and take the better roll.  
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