Fey

Fey (12 RP)

Small Fey (fey)

Racial Traits

  • +2 Dexterity, +2 Charisma, -2 Strength (0 RP)
  • Fey: Fey are supernatural creatures with strong ties to Nature, they have the fey subtype. (2 RP)
    • Lowlight Vision: Fey can see twice as far as a race with normal vision in conditions of dim light.
    • Eternal Youth: Fey don’t age like mortals, and cannot die from old age. Upon reaching adulthood Fey can stop physical aging at any point they choose. They can look like a child, adult or wizened.
  • Small: Fey gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth (0 RP)
  • Standard Speed: Fey have a movement of 30 feet. (0 RP)
  • Fey Affinity (choose one): The fey gains a +2 racial skill bonus pertaining to this affinity [gaining a (2 RP)
    • Nature (plant, animal, element)
    • Magic (shadow, illusion, trickery, protection, etc) [ +2 to the DC of the spell school chosen.]
    • Muse (creativity of all kinds: writing, painting, singing, etc)
  • Fey Damage Resistance: Fey gain DR 5/cold iron. (2 RP).
  • Fey Blood: Fey are immune to magic sleep effects, disease and gain a +2 racial bonus on saving throws made against enchantment spells and effects. This bonus increases by +1 for every two levels the Fey attains. (2 RP)
  • Lucky, lesser: Fey gain a +1 bonus to all saving throws. (1 RP)
  • Fey powers [Choose one]: (3 RP)
    • Bond to the Land: Fey gain a +2 dodge bonus to AC while in the forest (or chosen terrain).
    • Fey Sight: Fey are not fooled by illusions. They see through them as if they had True Seeing cast on them. This also makes them immune to the effects of glamour, and they may see the true identity of anyone they encounter, even if the individual has been polymorphed.
    • Glamour: Fey are so in tune with the natural world that they can appear as an animal, insect or plant; this is not invisibility but a form of natural camouflage. They gain a +4 racial bonus to Stealth, some humans with a strong Will can see through it (30% chance). Will save at DC 16
    • Vanish (Su): As a swift action, a fey creature can vanish for 1 round as if affected by invisibility. It can use this ability for 1 round per day per Hit Die.
    • Treesinger: Fey can create objects out of wood by singing to a tree, causing it to shape itself (or part of itself) into the object in question. They gain the Craft (treesinging) skill. The skill may be used untrained but the items created will be primitive and not refined.
    • Fascination: Once per day, a Fey 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).
    • Spell Resistance (Ex): A Fey gains SR equal to 11 + its CR.
    • Long Step (Su): Fey can teleport up to 10 feet per Hit Die as a move action. It may use this ability once every 1d4 rounds.
    • Polymorph Self: Fey can shapeshift 2/day. They can transform themselves into any creature from Diminutive to Medium size. The transformation lasts for their Wisdom modifier + ½ their level in rounds. The drawback is that it’s not perfect; there is always something that looks wrong.
  • Languages: Sylvan and Common. Bonus: Draconic, Dwarf, Elf, Etherian and Nagan. (0 RP)

 

Alternate Racial Traits

  • Wild Empathy: This ability works like the druid’s wild empathy class feature, except that a fey has a +4 racial bonus on the check. Replaces lucky, lesser.
  • Trackless Step: A Fey does not leave a trail in natural surroundings and cannot be tracked. It can choose to leave a trail, if it so desires. Replaces fey sight.
  • Woodland Stride: A Fey can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at its normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect it. Optionally, this ability may function in a different type of terrain, to allow the fey creature to move through, swamps, rocky areas, ice, and so forth. Whatever the choice, this ability only functions in one type of terrain. Replaces fey immunities.
  • Flight: Fey have a fly speed of 30 feet with clumsy maneuverability.Replaces fey powers.
  • Spell-like Abilities: Fey gain the at will spell-like ability (choose 1)– ghostsound dancing lights or minor image. 1/day (choose 2)—blink, chaos, confusion, cure light wounds, dazzle, entangle, hold person, illusion, fairy feast, mirror image, polymorph object or polymorph person. 1/week (choose 1)—blight, curse, grant wish, restore, magic item or reincarnate. These abilities are as the spell cast by a sorcerer of the Fey’s character level. Replaces fey powers.

Originally, Fey came from another plane called the Feywild. Like others on Aquatica, they were pulled here during the Chaos Wars. Now they live on Feyland, a surreal land of giant trees, mushrooms and other flora and fauna. These are found nowhere else on Aquatica. Normal laws of physics don’t apply here, because the land itself came from the Feywild many of its qualities stayed. Fey come from a supernatural world where distances are fluid and based on misdirection or force of will.

These fey live in a South American style society, they are peaceful unless provoked.

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Figure of the Week: Swamp Troll

This weeks figure is a Privateer Press Hordes Swamp Troll. I decided to  make him light-skinned because he lives in caves or in a jungle so dense the swamp troll  rarely sees sun, he even has algae growing on his skin in places.

Pathfinder Bestiary excerpt:

Swamp Troll          CR 3          XP 800

CE Large humanoid (giant)

Init +2; Senses darkvision 60 ft., low-light visionscentPerception +3

DEFENSE

AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 38 (4d8+20); regeneration 3 (acid or fire)
Fort +9, Ref +3, Will +2
Weaknesses swamp dependent

OFFENSE

Speed 30 ft., swim 30 ft.
Melee bite +6 (2d6+4), 2 claws +6 (1d6+4)
Space 10 ft.; Reach 10 ft.
Special Attacks rend (2 claws, 1d6+6)

TACTICS

Swamp trolls are aggressive predators that attack living creatures on sight (especially when hungry). When hunting a swamp troll moves quietly along, easing closer to its prey and then finally striking with its claws and bite when within range. Swamp trolls rarely fight to the death unless threatened or hungry.

STATISTICS

Str 18, Dex 14, Con 20, Int 6, Wis 9, Cha 4
Base Atk +3; CMB +8; CMD 20
Feats Improved Natural Attack (bite)B, Iron WillSkill Focus (Perception)
Skills Perception +3, Stealth +4 (+8 swampy or forested areas), Survival +3, Swim +12; Racial Modifiers +4 Stealth (+8 Stealth in swampy or forested areas)
Languages Giant
SPECIAL ABILITIES
Swamp Dependent (Ex) Swamp trolls keep their bodies covered in a thick coating of mud and swamp water. Without such a coating, they lose their regeneration ability and eventually suffocate. They can survive away from their murky home for 1 hour per 2 points of Constitution. After that, they begin to suffocate. They cannot regenerate while subject to suffocation from being away from their swamp for too long.

 

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Flowerling

Flowering 12 RP
Small Fey (fey)

Racial Traits

  • +2 Wisdom, +2 Charisma, -2 Strength (0 RP)
  • Fey: Flowerlings are plant-like creatures with supernatural abilities and connections to nature with the Fey subtype.  (2 RP)
    • Lowlight Vision: Flowerlings can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Small: Flowerlings are small creatures gain a +1 size bonus on attack rolls, a -1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. (0 RP)
  • Slow Speed: Flowerlings have a movement of 20 feet, (-1 RP)
  • Spores (sleep): Flowerlings gain the ability to put opponents asleep. At Will, as the sleep spell. (1 RP)
  • Commune with Nature: Flowerlings choose 1 from the following abilities (2 RP):
    • Sense Water: Flowerlings can sense water 1 mile away, +1 mile/3 levels. They can also sense if the water is clean or poisoned.
    • Plant Growth (minor): Flowerlings gain the ability to cast a minor version of plant growth (as spell). The range is reduced to touch or 10 ft +10 ft/level, the area is equal to the range. This ability can be reversed as diminish plants.
    • Whispering Wind: Flowerlings gain the ability to use whispering wind to talk to each other and nearby plants at will (as spell). Range 1 mile/level, area 10 ft radius. The message is limited to 25 words.
    • Mending (natural): Flowerlings can mend (as spell) natural objects, this also heals plants 1d4 hp/level. Range 10 ft, 1 object of up to 1 lb/level, Will saving throw negates.
  • Take Root: Flowerlings gain the ability to take root 2/day to heal injuries as normal healing from sleep. (2 RP)
  • Woodland Stride (forest): Flowerlings gain the ability woodland stride, to move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at their normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect them. (2 RP)
  • Camouflage, greater: Flowerlings are able to appear as any flowering plant/shrub of their size or a group of smaller plants. While in flower form, they can observe all that transpires around them just as if they were in their normal form and their hit points and save bonuses remain unaffected. They gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. They are immune to critical hits while in flower form. All clothing and gear carried or worn changes with them. They can dismiss flower shape as a free action (instead of as a standard action). (4 RP)
  • Language: Treespeach and Common. Bonus: Elven, Halfling, Gnome and Sylvan. (0 RP)

Alternate Racial Traits

  • Thorn Growth: Flowerlings gain a +1 racial bonus to AC and 1d4 damage (as armor spikes). Replaces camouflage, greater.
  • Quills: Flowerlings grow quills and gain the ability to launch them 20’ away (as dart), 1d4 damage. Replaces commune with nature.
  • Life Infusion (heal): Flowerlings gain the ability to heal 1d6 of damage 1/day + Wisdom modifier. Replaces spores (sleep).
  • Color Spray (burst): Flowerlings gain the ray ability of color spray (as the spell). This is a cone-shaped burst, Will save negates. Creatures that fail become stunned, blinded or fall unconscious. Replaces woodland stride.

Flowerlings are a small fey race and a very friendly people. They all have a small frill circling their neck that looks like a flower from the area, their skin comes in varying shades of green. Their hair can be any shade of their flower frill. They have a short lifespan, 1/4 that of humans.
Flowerlings live in meadows and light forests. They rarely travel far from where they sprouted. Tending to plants near them (grow/heal). Mating is done like flowers (flowers and pollen), the young start as seeds that can be carried far afield to begin new flowerling meadows; a cutting can also be planted to save a dying flowerling.
They are terrified of fire. Most are peaceful pacifists that rarely argue or raise their voices (except when singing), but will defend their home, family and innocents in need.

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Chosen of Ssliora (Template)

Chosen of Ssliora

The “Chosen of Ssliora” is an acquired template that can be added to any reptilian creature, or other follower of Ssliora that is chosen by the Priesthood. They are paragons of their race that are chosen to guard the holy lake Takshila (or other holy site), to make sure the Gods rules are followed throughout the land. There are three types of Chosen: Huntsmen, Enforcers and Teachers. Usually, the alignment of a creature that becomes a chosen of Ssliora matches that of the God that invested it with power. Sometimes, however, a God punishes a wayward worshiper or an enemy of the faith by making it a Chosen of Ssliora.

Prerequisites: Reptilian race (naga, lizardfolk, etc).

Challenge Rating: Same as the base creature +1.

Size and Type: Size and type are unchanged, but the creature might gain one or more alignment or elemental subtypes, depending on the alignment and portfolio of the deity that granted it the template. Possible subtypes include: air, chaotic, cold, earth, good, lawful, neutral and water. For instance, a Chosen of Ssliora would have the lawful and good subtypes, even if it were actually of some other alignment. Similarly, a neutral god of water and ice would grant its chosen of Ssliora the water and cold subtypes.

Initiative: A Chosen of Ssliora gains a +4 bonus on initiative rolls.

Speed: A Chosen of Ssliora is gifted with incredible speed. Each of its speeds is double the corresponding speed of the base creature. If the base creature flies, the Chosen of Ssliora maneuverability becomes perfect if it was not already. The water subtype, if acquired, grants the chosen a swim speed equal to its highest speed.

Defensive Abilities: A Chosen of Ssliora gains the following defensive abilities.

  • Ability Healing (Ex): A Chosen of Ssliora heals 1 point of ability damage per round in each damaged ability score.
  • Fast Healing (Ex): While a Chosen of Ssliora is in water, they have the fast healing ability.
  • Immunity to Mind-Affecting Effects (Su): The Chosen of Ssliora are taught to guard their minds, so are immune to all mind-affecting effects.
  • Immunity to Disease and Poison (Ex): Chosen of Ssliora are so hardy that they are immune to disease and poison.

Weaknesses: A Chosen of Ssliora has the following weakness.

  • Bound to the Faith (Ex): A cleric or paladin of Ssliora can rebuke or command the Chosen of Ssliora as though it had only 1/2 the total Hit Dice (character level) it actually possesses. Establishing command over the Chosen of Ssliora is performed as described in the Command Undead feat, and uses one of the cleric or paladin’s daily channel energy abilities.

Special Attacks: A Chosen of Ssliora retains all the base creature’s special attacks and gains those described here.

  • Dimension Door (Su): At will, a Chosen of Ssliora can use dimension door as the spell (caster level equals chosen of Ssliora Hit Dice) to reach any location within the Temple or Lake of Takshila (see Sacred Site, below). They can also use this ability in the dispensation of their duties.

Spell-Like Abilities: A Chosen of Ssliora gains spell-like abilities according to its Hit Dice, as indicated on the following table. These abilities are cumulative. Caster level equals chosen of Ssliora’s Hit Dice. The save DCs are Charisma-based.

Special Qualities: A Chosen of Ssliora retains all the base creature’s special qualities and gains those described here.

  • Blessed Life (Ex): A Chosen of Ssliora does not age or breathe. They do not require food, drink, or sleep.
  • Sacred Site (Ex): Each Chosen of Ssliora is assigned to guard a specific site sacred to the deity that invested it with power. This area may be a structure, series of structures, or natural site with clearly defined borders. It can be as large as a city, but in most cases it is a single temple complex or a sacred grove.  The Chosen of Ssliora is charged with protecting the site from harm and preventing incursions by those not of the faith. Most Chosen guard the temple island of Takshila, but there are various shrines on the island of Nagpur/Slithoria

Abilities: Change from the base creature as follows: Wis +4, Cha +4.

Skills: A Chosen of Ssliora gains a +5 racial bonus on Sense Motive, and Perception checks.

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Giant Water Bear

Sorry for posting this so late in the day, but this creature took me almost 2 days to research, so I could do it justice. I am in the process of learning how to use the Pathfinder process of creating monsters.

I based this creature on a currently alive microscopic animal called Tardigrade. They were discovered by Johann August Ephraim Goeze originally named the tardigrade kleiner Wasserbär (Bärtierchen today), meaning “little water bear” in German. The name Tardigradum means “slow walker” and was given by Lazzaro Spallanzani in 1776.[25] The name ‘water bear’ comes from the way they walk, reminiscent of a bear‘s gait. The biggest adults may reach a body length of 1.5 mm (0.059 in), the smallest below 0.1 mm. Newly hatched tardigrades may be smaller than 0.05 mm.

SEM image of Hypsibius dujardini

The most convenient place to find tardigrades is on lichens and mosses. Other environments are dunes, beaches, soil, and marine or freshwater sediments, where they may occur quite frequently (up to 25,000 animals per liter). Tardigrades, in the case of Echiniscoides wyethi,[26] may be found on barnacles.[27]Often, tardigrades can be found by soaking a piece of moss in water.[28]

Meet the toughest animal on the planet

Water bear YouTube video

They have also been in a few horror and scifi movies recently that have this creature as their monster. The most recent is Star Trek: Discovery Episode–The Butcher’s Knife Cares Not for the Lamb’s Cry. Below is my Pathfinder rendition of the water bear.

Giant Water Bear CR 6

XP 3000

N large magical beast (aquatic)

Init +6, Senses Blindsense 100 ft, Darkvision 60 ft; Perception +8

Defense

AC 24, touch 15, flat-footed 18, (+6 Dex, +9 Natural, -1 size)

HP 88 (10d10 +40)

Fort +19 Ref +13 Will +9

Offense

Speed Swim 60 feet land 15 ft

Melee bite +18 (1d8+9 plus attach), 2 claws +9 (1d6+4)

Space 10ft; Reach 5 ft

Special Attacks Attach

Statistics

Str 27 Dex 22 Con 30 Int 2 Wis 22 Cha 13

Base attack +10; CMB +19 (+23 when attached); CMD 35 (can’t be tripped)

Feats Blind-Fight, Great Fortitude (+2), Skill Focus (+3 Perception), Weapon Focus (+1 bite),

Skills Perception +12, Swim +18*, Stealth +12

Racial Modifiers +8 Swim

Special Qualities amphibious, DR 10/magic, blindsense, carapace, blood drain, transparernt

Ecology

Environment any body of water

Organization solitary

Treasure none

Special Abilities

Amphibious (Ex): Water bears have the aquatic subtype, they always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe both air and water. Aquatic creatures always treat Swim as a class skill (+8 racial bonus to Swim checks).

Attach (Ex): If a water bear hits with its bite attack, it latches onto its target and automatically grapples. A water bear loses its Dexterity bonus to AC, but holds on with great tenacity and automatically inflicts bite damage each round. An attached creature can be struck with a weapon or grappled itself. To remove a water bear through grappling, the opponent must win the grapple check, or Escape Artist check against it, the water bear is removed..

Blindsense (Ex): Using non-visual senses such as acute smell or hearing, a water bear with blindsense notices things it cannot see, with a range of 60 feet. The creature usually does not need to make perception checks to pinpoint the location of a creature within range of its blindsense ability provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal missed chance when tagging photos that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its dexterity bonus to armor class against creatures that cannot see.

While in the open water, this ability is used as a radius ability, with a range of 100 feet.

Carapace (Ex): A water bear possesses a hard shell that is an exceptionally tough and highly reflective armor. It deflects all rays, lines, cones and even magic missile spells, although area of effect spells affects them normally. There is a 30% chance of reflecting any such effect back at the caster otherwise is merely in negated. Check for reflection before rolling to overcome the creature’s spell resistance, if there is any.

Damage Reduction 10/Magic (Ex): Water Bears are resistant to any type of damage, because of their carapace. They can absorb 10 hit points worth of any type of elemental, or melee damage. If they are reduced to 0 hit points, they deflate like a balloon and feign death (hibernation).

Blood Drain (Ex): When a water bear makes a successful bite attack it’s teeth burrow into an opponent’s flesh to drain is bodily fluids at the end of each turn it is attached, inflicting 1 point of Strength and Constitution damage. The subject of such an attack must succeed on a Fortitude save or take full damage, they can save for half. The DC save is Constitution-based.

Transparent (Ex): Water bears are hard to see, even under ideal conditions, and it takes a DC 15 Perception check to notice one. Creatures who fail to notice a water bear and walk into it are automatically hit by its melee attack, or grappled; are considered flat-footed and surprised.

Vulnerabilities

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a water bear for 1 round overloading its sense receptors. It must also succeed on a DC 18 Will save or retreat immediately to the deepest recesses of its lair, dropping any victim currently grappled. On subsequent rounds, it is dazzled as long as it remains in the affected area.

Vulnerability to Alcohol (Ex): Water bears are vulnerable to alcohol. A pint of alcohol poured or thrown on a water bear deals no damage but causes it to take a -4 penalty on grapple checks for 1 minute (it causes its muscles to twitch uncontrollably).

 

Water bears are parasites (like leaches or lampreys) from the Plane of Water originally, they came through the portal on the island of the Naga and Lizardfolk. They lived in the waters on the island until the Mage Wars, many were washed to sea when water from the portal upsurged and pushed them to the sea. Where a shock-wave hit them and mutated many of them in various ways.

They have  barrel-shaped body with 8 stubby legs. Their body is split into four segments with a pair of legs on each that have 4-8 claws per foot, the legs have no joints. Their hide is made of chitin that they molt periodically, the mouth is round like a lamprey that are like hollow needles. They are closely related to leeches and their diet usually consists the bodily fluids of plants, bacteria, or animals.

They’re able to hibernate for multiple years (1-30+) depending on how much they eat before sleeping, during which they take on a mummified state and appear dead.

 

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Elf, Astral

Elf, Astral (14 RP)
Medium Humanoid (elf, planetouched, astral)

Racial Traits

  • Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution. (0 RP)
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Elves are Humanoids with the elf and planetouched (astral) subtypes. (2 RP)
    • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. (1 RP)
    • Astral Heritage: Elves are descended from the Astralus, so gain one Astralus racial trait of choice. (2 RP)
  • Base Speed: Elves have a base speed of 30 feet. (0 RP)
  • Keen Senses: Elves receive a +2 racial bonus on Perception checks. (2 RP)
  • Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. (2 RP)
  • Elven Magic: Elves receive a +2 racial bonus on 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)
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon. (2 RP)
  • Languages: Elves begin play speaking Common and Elven. Bonus: Atlantean, Celestial, Draconic, Etherian, Gnome, and Sylvan. (0 RP)

Alternate Racial Traits

  • Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a dark elf (from teranik) in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.
  • Dragon Magic (3 RP): Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. Source PPC:LoD
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Fey Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. Source HotW
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic. Source PRG:HA

Elves are the fallen children of the Astralus that lost their astral nature as a result of the Mage Wars. They are the younger cousins/descendants of the Astralus and live on the island of Avalonia between Atlantia and Anthroporia. They are taught from birth how their ancestors and the Atlanteans fought the Mage Wars.

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