Wendigo Child:
Prerequisites: Desert Elf Race, 'Wendigo-Walker' Alternate Racial Trait, Character level 13th
Effects: You gain the full use of the 'Wind Walk' spell, losing the limitations imposed by the 'Wendigo-Walker' Alternate Racial Trait. You are immune to Wendigo Psychosis, and any creature you forcibly take along with Wind Walk is exposed to Wendigo Psychosis.
To those children unfortunate enough to be concieved by parents in the throes of Wendigo Psychosis either knowingly or not, the path they walk is a cursed one, full of pain and suffering - but should they survive it, they can learn to channel a portion of the terrifying power of the Wendigo itself, the demon of legend.
Greater Spirit Animal:
Prerequisites: Desert Elf Race, 'Spirit Animal Infusion' Alternate Racial Trait, Character level 7th
Effects: Select a second spirit animal and gain the bonuses listed for it in the 'Spirit Animal Infusion' Alternate Racial Trait.
Rare but blessed with two spirit animals, these Desert Elves are said to be gifts from the ancestors, and often live lives of mirth, blessings, and joy.
Totemwarrior Training:
Prerequisites: Desert Elf Race, Character level 4th
Effects: Everytime you enter combat, you are the target of an obscuring mist effect. This effect is mostly identical to the spell, but instead of mist a cloud of sand ripples out from you. This effect follows your movement for 1 round upon the start of combat, after which it remains stationary. You may choose to willingly hold this power back on the start of combat.
The legendary elite fighting force that serves each Desert Elf tribe as the first and last line of defense, the Totemwarriors are a group that varies in appearance and technique from village to village but are uniform in their discipline and lethality, trained from the cradle in all manner of deadly techniques and put through all kinds of rigorous trials to ensure only the most mighty, wise, and lethal warriors earn membership into this mighty brigade.
Totemwarrior Reaper:
Prerequisites: Desert Elf Race, 'Totemwarrior Training' racial feat, Character level 7th
Effects: When you have any means of concealment(Or a miss chance of at least 20%), all attacks you make ignore any concealment/miss chance below 50%(Total Concealment). In addition, within the radius of the Obscuring mist effect from the ‘Totemwarrior Training’ racial feat, your vision is not hindered and operates as normal.
Within the strong, powerful group known as ‘The Totemwarriors’, there are those who hold the rank of ‘Reaper’...having honed their bodies to the limit and trained their minds to acclimate to all but the most intense of sandstorms, these Reapers stride through the storms that come forth from their bodies in combat to strike with impunity, often before the enemy knows they’re there.
Totemwarrior Strider:
Prerequisites: Desert Elf Race, 'Totemwarrior Training' racial feat, Character level 7th
Effects: On any round in which you have any means of concealment(Or a miss chance of at least 20%), all forms of movement you possess double until the next round, and enemies cannot make attacks of opportunity at you for attacking or entering their threatened square. In addition, within the radius of the Obscuring mist effect from the ‘Totemwarrior Training’ racial feat, your vision is not hindered and operates as normal.
Within the strong, powerful group known as ‘The Totemwarriors’, there are those who hold the rank of ‘Strider’...and unlike their Reaper brothers, these Elves within the Totemwarriors train for hours, days, and even months to become as nimble as the wind even within the bleakest of storms...they use such power and training to dart around the battlefield with absolute impunity, using the cover of the storm and their sight which is incapable of being hindered, they dance a beautiful dance of death around their foes, killing them before they realize where they are.
Veteran Skinwalker:
Prerequisites: Desert Elf, 'Navarran Skinwalkers' Racial Trait, Character level 7th
Effects: In addition to humanoid, monstrous humanoid, and animal creatures, you can take the form of aberrations, outsiders, and magical beasts as well and can take the form of creatures up to huge size. Your gaze attack's range increases to 60ft, and you additionally gain the Extraordinary and Supernatural Abilities as well as the Special Attacks of the creature you transform into - though you gain no class features it possessed(If any), and lose access to most all of your class abilities while in this form(GM Discretion) as you mantle the creature's experiences and memories to use its abilities. You also gain the languages it spoke, if any, and add them to your own so long as you are in that form. Finally, you may have two forms stored at a time using Navarran Skinwalkers and can change into your form and back as a swift action that does not provoke.
An altogether rare skill utilized and mastered by Desert Elves who often either spend long days or months away from their homeland or who range far afield on scouting or infiltration missions for their tribe, these "Veteran Skinwalkers" are often given positions of authority and respect within remote Desert Elven communities, or welcomed as honored kin should they hail from a different community altogether. Their existence, as of yet, has been kept a secret from the wider world by the Desert Elves for reasons unknown.
Miragemelder:
Prerequisites: Desert Elf Race, Character level 7th
Effects: You cast all Illusion spells at +2 caster level, and at a +2 high DC to disbelieve them.
Special: Once per day, you may choose one square that you have visual line of sight to, and swap the appearance of that square with your own(Making you seem to be somewhere else, etc.). Doing so is a standard action, and any creature must make a save to disbelieve it as normal(DC 10 + 1/2 your level + INTMOD)
Among the reclusive Desert Elves, one can find the odd, reclusive ones who are dubbed ‘Miragemelder’ by their kin, for, as the shifting sands of the desert runs within their bodies, they are innately capable of harnessing the illusory properties of the desert they call home. Capable of manipulating light and creating very believable illusions, they can even make one location look like another, for a time...
Boundless Optimism:
Prerequisites: Desert Elf Race, Character level 5th
Effects: So long as you are within 150 feet of members of your race or allies, All magical effects that possess the emotion descriptor must reroll twice and take the lower result to determine whether they affect you. If you must make such a roll, you roll twice and take the higher.
Though it comes as surprise to others who know of their race, some Desert Elves are veritable wellsprings of positivity, never letting anything or anyone get them or their spirits down. To them, they smile, laugh, and smile some more, as that indelible spark of emotion is precisely what defines them, what sets them apart and what drives them to greater heights. So long as they stand near allies or kin, they are as unflappable as stone.
El'Adri Chronicler:
Prerequisites: Desert Elf Race, 'Sand Elven Magic' Racial trait, 7 ranks in any Knowledge Skill
Effects: You can always choose to take 10 on any Knowledge checks, even if you are in immediate danger or distracted. At the beginning of each day, you may reallocate a number of skill ranks equal to your HD. Additionally, you gain the ability to, by focusing on any non magical item for an hour or a magical one for two, learn the rough market value of it on average, some history of the item itself and what powers it may have(if any), and some information on the previous owner. If the item has had multiple owners in the past, you gain information about them at random, but are more likely to get more recent owners.
The city of El’Adri, long said to be the home city of the high elves and now thought lost among the planes, sometimes resurfaces in odd ways. The Fellspires, the Feywilds, sometimes simple chance...though the ways it happens are unknown and varied, there is the rare Desert Elf who stumbles into the dead city, finding themselves amongst the ruins of its once mighty, sprawling Librariums. Though what transpires there is unknown, when they return they are forever changed. Touched by the wisdom of El’Adri, these Elves become fonts of knowledge, capable of adjusting their own skill set each day as if drawing upon different stores of memories themselves. At the mere touch, they are capable of establishing the history of an item they touch, reading its history and owners to glean more information about it.
Our Destiny Lies beyond the Horizon:
Prerequisites: Desert Elf Race, Character level 11th
Effects: Your type becomes outsider and you gain the native subtype. Your movement speed increases by 10ft, and you are treated as if you had the Light Steps ninja ability.
Special: You become aware of one location on the material plane that serves as a natural portal to one of the outer realms.
Some Desert Elves find themselves being tugged inexorably into the realms beyond the material, to greater and higher places to seek their fortunes, destiny, and even find a new home. To them, the Material Plane has offered them all it can, and it has become long overdue for their kind to seek a new home elsewhere...some, however, return to the Material Plane, outsiders by nature, and carrying knowledge of the plane they’ve come to call home in their journeys to find their destiny, just beyond the horizon.
Mummification Ritual:
Prerequisites: Desert Elf Race, Must not be undead, Must not have the 'Our Destiny lies beyond the Horizon' racial feat, Character level 7th
Effects: You no longer need to eat, breathe, or sleep, and are treated as being an undead creature for the purposes of positive and negative energy. You gain a frightful presence aura out to 30ft with a duration of 1d6 rounds.
Special: Once per day as a swift action, you may act as if you were affected by the Haste spell for one round.
Borrowing the ancestral techniques originated by the Othraka, these Desert Elves undergo the mummification ritual usually reserved for those towering giants and become closer to the grave because of it, their bodies losing their moisture as their wrappings protect them from the elements.
Apocryphal Rebirth:
Prerequisites: Desert Elf Race, 'Mummification Ritual' racial feat, Character level 11th
Effects: You gain the 'Sarcophagus Knight' Homebrew template as a servant of an Elemental Saint or Elemental Lord of your choosing, but take one negative level that can be recovered as normal. To gain the template, you must venture to the location in the world that you wish to be the location of your sarcophagus, and upon your arrival it shall appear before you in the chosen location. You must climb inside, willingly entomb yourself inside of it, and die within to be reborn 1d10 days later with the ‘Sarcophagus Knight’ template as normal. Work with your GM to decide the oath you take as a Sarcophagus Knight, as described in the template description.
The final step for the Desert Elves in their quest to serve the Spirit Kings and their Honored Ancestors, the way of the Sarcophagus Knight is one that only the most devout walk...for to do so is to forgo your everything, your afterlife, emotions, loves and joys...to offer it all up, even your life and death, to him to carry out his will and serve one's Spirit King and Ancestors forever...it is the way of the martyr, and one that is highly respected amongst the Desert Elven people.
Tramplesailor:
Prerequisites: Desert Elf race
Effect: When an ally passes over your square with a trample or overrun maneuver, you can let yourself be dragged along the path of their trampel or overrun. You may stop in any adjacent square along the course of their movement. If you successfully make the save needed to take half or no damage from an enemy trample or overrun, you can do the same even if a condition or damage would normally prevent you from doing so.
Due to their own innate dexterity, Sand Elves that become close friends with the titanic Eldragi quickly learn the preferred attack of their allies: Crashing Footfalls that land like thunder, crushing their enemies into powder. So nimble are these Sand Elves, they can expertly dodge around an allies' trample or overrun, hitching a ride as they tag along for the duration of their allies' movement...they can even do this to an enemy Dai-Yukai or other creature's trample or overrun as well on the times they are nimble enough to dodge.
Ancestral Ghost:
Prerequisites: Desert Elf Race, Character level 7th
Effect: For a number of rounds per day equal to (1 + CHAMOD, Minimum 1) you can pass through walls and obstacles as if you were incorporeal. This feat also counts as Skill Focus(Stealth), and grants identical effects to the feat of the same name if you do not already have it.
Special: If you possess the Ghost Step Ninja Master trick, you may pass through 10ft of walls or obstacles per level instead of 5ft.
A unique position held by the most elite and powerful assassins, scouts, and unseen hands in each village of Desert Elves, the Ancestral Ghosts undergo a lifetime of special training, guided by the ghosts of their progenitors and their ancestors to hone their bodies into deadly weapons that push the very limits of elvenkind, learning to control their breathing, bodily functions, musculature, and skeletal system to still their presence into a near-incorporeal state that could be described as a death trance - and this trance is so perfect it allows them to partially phase into the realm of the ancestors and pass through obstacles.
The Unseen Hand:
Prerequisites: Desert Elf Race, 'Ancestral Ghost' Racial Feat, Character level 13th
Effect: For a number of rounds per day equal to (1 + 1/2 CONMOD, Minimum 1), you alter ANY invisibility effect you are affected by to, in addition to its normal effects, make it so you can’t be detected with detect magic or other spells that detect magic auras, can’t be penetrated, revealed, or dispelled by spells of 2nd level or lower (such as see invisibility or glitterdust), though true seeing and dust of appearance can reveal your presence. While empowering an invisibility effect this way, you are undetectable by blindsense, blindsight, scent, and tremorsense.
A position only held by an incredibly rare and select few Ancestral Ghosts whose talent and technique is so supreme it becomes the stuff of legend, the title of 'Unseen Hand' is given to the head of the Ancestral Ghosts who lead the secret defense of the village.
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