Astralvyn

The denezins of the Great Spire Sonnenturm as well as many of the other peak-top settlements that revere the stars and magic are collectevily refered to as the Astralvyn. Many of the original families of these settlements were elves of a particular sect of a long forgotten circle who came to the great peaks chasing stars and their secrets. Though most of the old sects teachings have been muddled over the years, those of elvish blood living in the lofty peaks of the world are colloquially known as Star-elves. However, many of Dwarvish and Catfolk bloodlines call the Great Spire home.  

Culture Traits

 
Common Traits
  • Ability score modifiers: +2 Inteligence -2 Charisma
  • Starting Languages: In addition to the common tongue, characters with this culture know Elvish. Additionally, characters with a high enough intelligence to warrant additional starting languages may choose from the following languages: Auran, Celestial, Draconic, Dwarvish, Halfling, or Utasu.
  • Local Knowledge: A character of the Astralvyn Culture can make knowledge (local) checks untrained so long as the check pertains to Sonnenturm and similar Peak-top settlments. In addition, they always roll such checks with advantage.
  • Astralvyn Weapons: Characters with this culture treat the Elven Curveblade as a martial weapon.
 
Simple Traits
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Intermediate Traits
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Advanced Traits
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Trait Descriptions
Altittude Acclimation: Star elven society exist almost predominantly in the upper reaches of the sky. Characters with this trait gain a +2 cultural bonus on saves vs cold effects and may take 10 on Fortitude save against alttitude effects   Arcane Focus: Some Astralvyn families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on spellcraft checks and on concentration checks made to cast arcane spells defensively.   Bazzar Child: Many in Star elf society frequent the markets at the base of the Great Spire or other lofty peak-settlements, but some spend their formative days there amongst the traders. Characters with this trait gain a +2 cultural bonus on appraise, diplomacy, and sense motive checks. In addition, they gain Utasan as a bonus starting language.   Crystal Tender: Many on the Great Spire take their turn as a caretaker in the Crystal Gardens as a form of cultural respect for the sacred place. Some learn more from the Garden other than just how to treat a cut finger. Characters with this trait gain a +4 cultural bonus on appraise checks which involve gems of any sort. In addition, they double the value of gems when determining their contribution towards Talismanic Crafting and double the chance of synergistic bonus effects so long as 25% of the cost is covered by gems, crystals, or similar such components.
Disinterested Observer: The Astralvyn take many of their teachings from long-lived elves who often come to rely on their ability to wait out more impatient races. Characters with this trait gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat.   Lore Masters: The Astralvyn are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks.     Overwhelming Magic: Some amoung the Astralvyn obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat   Star Child: Many in star elf society revere the stars, but some have embraced the light of the great stars as a creed. Characters with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 13 or higher gain the following spell-like abilities at will - light and starsight.
 

Favored Class Options

Alchemist: Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.

Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.

Barbarian: Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature.

Bard: Add +1 to the bard’s CMD when resisting a disarm or sunder attempt.

Bloodrager: Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.

Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.

Cavalier: Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.

Fighter: Add +1 to the Fighter’s CMD when resisting a disarm or sunder attempt.

Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.

Hunter: Choose a weapon from the following list

Inquisitor: Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: The magus gains 1/6 of a new magus arcana.

Medium: Gain a +1/3 bonus on all skill checks using occult skill unlocks. Source PZO1132

Monk: Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature.

Oracle: Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation.

Paladin: Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm).

Ranger: Choose a weapon from the following list

Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.

Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.

Skald: Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).

Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.

Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.

Spiritualist: Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability. Source PZO1132

Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.

Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.

Vigilante: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas. Source PZO1134

Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.

Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.

Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

 

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