Homebrew Spotlight: Aquatic Elf

Aquatic Elf 

Medium Humanoid (elf, aquatic) (14 RP)

Racial Traits

  • Ability Score Racial Traits: Aquatic elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Wisdom, and –2 Int. (0 RP)
  • Size: Aquatic elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Aquatic elves are Humanoids with the elf and aquatic They can move in water without making Swim checks and always treat Swim as a class skill.
  • Base Speed: Aquatic elves have a base speed of 20 feet (-1 RP)
    • Swim speed: Aquatic elves have a swim speed of 40 feet (see fast below). They gain a +8 racial bonus on all Swim checks and can always choose to take 10 with Swim checks, even if rushed or threatened. Aquatic elves can use the run action while swimming, as long as they swim in a straight line. (2 RP)
      • Fast: Aquatic elves gain a +10 foot bonus to their base speed.  (1 RP)
  • Elven Immunities: Aquatic elves are immune to magicsleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Keen Senses: Aquatic elves receive a +2 racial bonus on Perception (2 RP)
  • Elven Magic: Aquatic elves receive a +2 racial bonuson caster level checks made to overcome  spell resistance. In addition, elves receive a +2  racial bonus on  Spellcraft skill checks made to identify the properties of magic items. (3 RP)
  • Improved Low-Light Vision: Aquatic elves can see four as far as humans in conditions of dim light. They retain the ability to distinguish color and detail under these conditions. (2 RP)
  • Amphibious, lesser (gills): Aquatic elves breathe salt water with ease. They can also breathe fresh water, but most find the experience to be very uncomfortable and are treated as fatigued while doing so and for 10 minutes afterward. Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rule in the DMG). (1 RP)
  • Depth Tolerance: Aquatic elves often dive deep in their home waters to search for food. They can stay in the depths for 10 minutes per point of Constitution modifier plus 10 minutes per level. (1 RP)
  • Languages: Aquatic elves begin play speaking Common and Elven. Bonus: Celestial, Draconic, Gnome, Goblin, and Sylvan.

 

Alternate Racial Traits

  • Nereid Fascination: Aquatic elves gain the following supernatural ability: Once per day, a member of this race can create a 20-foot-radius burst that causes humanoids within the aura’s range to become fascinated with the user (as the bard’s fascinate bardic performance). Affected humanoids may resist this effect by making a successful Will saving throw (DC 10 + 1/2 the user’s character level + the user’s Charisma modifier). Replaces depth tolerance.
  • Seducer: Aquatic elves add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment school. In addition, members of this race with a Wisdom score of 15 or higher may use charm person once per day as a spell-like ability (caster level is equal to the user’s character level). Replaces keen senses.
  • Water Sense: Aquatic elves can sense vibrations in water, granting them blindsense 30 feet against creatures that are touching the same body of water. Lowers improved lowlight vision to standard lowlight vision.
  • Weather Savvy: Aquatic Elves are so in tune with the water around them that they can sense the slightest change in atmospheric conditions (that will affect the water; ex: hurricanes, rough waves, water spouts, etc). They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast. Replaces fast.

 

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Related Links:

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Homebrew Spotlight: Wild Elf

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