Astral Elf - Pathfinder 1e Stat Block


For more information on astral elves, see the full article: Astral Elf
The following is the mechanical implementation of astral elves for the Pathfinder 1e system. For implementations in other systems, please see the full article linked above.

Standard Racial Traits


+2 Dexterity, +2 Intelligence, -2 Wisdom
Astral elves are lithe and possess exceptional knowledge , but often struggle with social awareness.

Elf
Astral elves are humanoids with the elf subtype.

Medium
Astral elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Astral elves have a base speed of 30 feet.

Languages
Astral elves begin play speaking Common and Elven. Wood elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, and Sylvan.

Offensive Racial Traits


Weapon Familiarity
Astral 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.

Defensive Racial Traits


Elven Immunities
Astral elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Feat & Skill Racial Traits


Keen Senses
Astral elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits


Arcane Sensitivity (Su)
Astral elves possess an innate connection to magical energies, allowing them to sense and interpret arcane forces with ease. They can cast Detect Magic at will as a spell-like ability, with a caster level equal to your character level. In addition, they gain a +2 racial bonus on Spellcraft checks made to identify magical auras (such as from Detect Magic) and to identify properties of magical items. They also gain a +2 racial bonus on Linguistics checks made to decipher magical writing (such as arcane marks or magical runes).

Sensory Racial Traits


Low-Light Vision
Astral elves can see twice as far as humans in conditions of dim light.

Other Racial Traits


Birthsign
Every astral elf is born beneath one of the fourteen signs of the Anatolean Zodiac. Choose one sign at character creation that correlates to the month that the astral elf was born in. None of these features grant astral elves any special powers in excess of their usual abilities.

Alternate Racial Traits


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Favored Class Options


Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, astral elves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all astral elves who have the listed favored class.

  • Alchemist: Add +¼ to the alchemist’s bomb damage against outsiders or creatures with the extraplanar subtype.
  • Bard: Add +¼ round to the duration of bardic performance, or +1 to the bard’s total number of bardic knowledge uses per day every 4 times this is selected.
  • Cleric: Add +½ to the cleric’s channel energy damage healed when used on creatures from another plane.
  • Inquisitor: Gain a +½ bonus on initiative checks during surprise rounds or when acting in the first round of combat against foes who haven’t acted yet.
  • Magus: Add +¼ to the magus’ arcane pool. This bonus stacks with Extra Arcane Pool but cannot increase the pool beyond twice the magus’s level.
  • Monk: Add +⅙ to the monk’s AC bonus while using the Deflect Arrows feat or while making attacks of opportunity against spellcasters.
  • Oracle: Gain +¼ of a revelation power use per day. When the oracle eventually selects a revelation that can only be used a limited number of times per day, increase its daily uses by 1 for every 4 times this bonus is selected.
  • Psychic: Add +½ to the bonus on concentration checks made to maintain a psychic spell while grappled, entangled, or in difficult terrain.
  • Sorcerer: Add +½ to Spellcraft checks to identify spells as they are being cast and +½ to concentration checks made to cast spells defensively.
  • Summoner: Add +¼ to the eidolon’s resistance to one energy type (choose when this bonus is applied). If resistance reaches 10, increase it to immunity instead.
  • Witch: Add +½ to the witch’s familiar’s saving throws against spells and spell-like abilities.
  • Wizard: Select one school of magic. Add +⅓ to the wizard’s effective class level for the purpose of determining the effects of one school power from that school.

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