Sitha

The Leaf Elves, the Sun Elves

Under construction

Naming Traditions

Feminine names

Sitha female names always contain a Q consonant and a vocal a. Sometimes, to enhance the name, the parents also extend it by one, or maximally up to two, additional adjectives or comparisons (-ra,-re,-ri,-ma,-me,-mi). In case the name root does not contain Q or a, the missing letter is added in the extension, where the female forms are: -ra, -raq , -rae, -rea, -ria, -reqa, -riqa). sitha female names almost never contain a vocal U.   The full female name is the given name, followed by urqa ( daughter of ) and then the name of the father or mother (see: Family names).  

Example Names:

  Ae(-rak, -riqa), Ama(-rak, -riqa) , Akka(-ma, -ra,-re), Aqu(-ra, ri, -ma, -me), Anqa(-ma,-me,-ra,-re) , Anqe(-ra,-re,-ma), Asqa(-ra,-re), Asqe (-ra,-re), Esqa(-ra,-re), Qara(-ma,-me,-mi) , Qata(-ma,-me,-ra,-re,-ri), Qama(-ra, re, -ri), Qamma(-re, -ri), Qo(-ra,-rae,-riqa), Qorra (-ma,-me), O(-raq, -riqa),Tasqa(-ra, -ma), Isqa(-ra,-ri), Raqa(-ra, -re, -ri).  

Full female name examples:

  Qorima, daughter of Tonraq (father), of the Otuquaheli people (tribe): Quorima urqa Tonraq Otuquaheli-uru   or tonguetwisters like:   Raqari, daughter of Qatari (mother), of the Qarutaq people (tribe): Raqari urqa Qatari Qarutaq-uru

Masculine names

Just like Sitha female names, Sitha male names have to contain a q somewhere, yet usually it is found at the end, giving norn male names a somewhat harder sound. The mandatory vocal A in female names may be replaced by the vocal O or E. Norn male names only (if ever) have one extension at most.   Common male name Extensions are: -raq, -taq, -riq, -tiq, -req, -teq, -roq, -toq, -roaq, (speak: row-ak), -toaq (speak: tow-ak) -roqa, -toqa, -ruq, -tuq, - ruaq (speak: roo-ak), -tuaq (speak: too-ak), -ruqa and -tuqa.   The full male name is the given name, followed by urqu ( son of ) and then the name of the father or mother (see: Family names).  

Example Names:

  Aqqo, Annaq, An (-raq, -req, -roq, -raaq, -roaq, -ruaq), Cua(-raq, -roq), Hanaq, Hardaq, Haro (-taq), Ka(-roq, -ruq, -taq, -toq, -roaq), Ma(-roq, -ruq, -taq, -toq, -roaq) , Ronqa, Razaq, Roa(-taq, -toq, -raq, -roq), Ro(q)qa (speak Rokqa), Taq,Tarq,Tareq, Tonraq, Torraq, Tarroq, Rotaq  

Full male name examples:

  Konraq, son of Anriqa (mother), of the Anduaq people (tribe): Konraq urqu Anriqa Anduaq-uru   Ronqa son of Ruatoq (father), of the Karutaq people (tribe): Ronqa urqu Ruatoq Karutaq-uru

Family names

Sitha names just like Norn Names are threefold. There is no concept of family names as in many human civilizations, where human citizens are named according to the day jobs they perform, the day jobs their ancestors once performed, or other features.   Sitha are named according to a trait wished upon them by their parents, then followed by urqu ( son of ) or urqa ( daughter of ) and then the first name of the respective father or mother. There is no preference about which parent is chosen, so Sitha actually have two full names, by which they can be addressed, leaving it up to the one addressing them to chose.   When formally addressed, the construct is always followed by the name of the tribe and then -uru, which in the language of the Sitha means tribe, or people.

Culture

Culture and cultural heritage

"... no.. thats not what i mean... have you ever seen an animal freeze or flee once you approached through the underbrush?"

"Yeah, but you wanted to talk about elves, not deers...."

"Trust me... i am getting there. See.. in the animal kingdom... there are basically three answers animals have to being hunted: Some fight, some flee.. some fawn. Now look at the elves. There are the Eadun, they have adapted to us humans, mixed among us. Many Norn even call them human pets. Clearly the ones who fawn. Then there are the Norn. They fight. Tooth and nail. I heard far in the east they have an empire solely founded to hold firm against us. And at last... there are the Sitha, whom you rarely ever see outside of their goddamn jungle. They... fled. Chose to distance themselves and get as far away from us as they possibly could. And what could be further away than the treetops of the worldtrees which make up the most deadly jungle in the world?."

"Nice Theory... but if you seriously think they are so afraid of us, why don't you hop over into their World tree jungle then eh? I am pretty sure you will rethink your little theory. Maybe, since you seem suicidal, tell the Innkeeper about your theory in regard to her Eadun ancestors on the way out. If you are lucky she kills you, before you even set foot into Sitha territory. That would be way less painful "
— Discussion in a harbor Tavern of Phanzach
  Sitha (speak: Shee-A) are the most elusive of all Elves and also the one elven ethinicity which displays the least diversity in culture compared to the other two.   Where the Eadun come from a plethora of different lifestyles and cultures, not less diversified than the Humans with whom they have arranged, and where there are visible differences between a Norn of the West and one of the Empire Empire, being a Sitha basically means you either live in one of the two huge worldtree jungles (the Eternal Forests or the Evergreen Peninsula, or you are part of a solitary Sitha clan hidden in the wilderness, which are not less elusive than the Uppergelf.  

Sitha Lifestyle

Living in the eternal Forests

Tribal Structure of the Sitha

Sitha tribes, regardless if they are living in a worldtree jungle still or not, are organized into a caste system quite similar to the system of the Norn, with the Castes even having similar structure and and names. A notable exception here is the so called Norn Caste, which holds the undesirables, the traitors, criminals and slaves, much like the Tarn Caste does for the Norn.  

The Qaytan (the Chosen)

The Qaytan ((speak: QUAY-TAN), which is the Onari (Elvish) word for Chosen or Leader, is the elected leader of a Sitha tribe much like a chieftain. Some human historians have hinted at the similarity in the words even and tried to come up with an explanation, however most consider it a concidence. The Qaytan is elected for life, and every Sitha Elf of a tribe who has passed his coming of age challenge has the right to vote.
The Qaytan must speak justice and create law. He (or she) does so in council with four representatives, each sent by one of the four upper castes: the Provider, the Master Artisan, the Shaman and the Wisdomkeeper. It is up to the Qaytan to make decisions which affect the whole tribe, but each of the four castes has to be heard. A Qaytan here takes the role of a moderating hand, balancing the interests of the different castes. Therefore, should he been a representative of one of the four castes before being elected to become qaytanm he must abdicate that role and a new representative must be chosen.

The Caste System)

Just like Norn Tribes, Sitha tribes are separated into five castes, four upper ones and a lower one:
  1. Quora, the Provider Caste: Hunters, Farmers and Herders
  2. Yora, the Artisan caste: Artisans, Craftsman and Architects
  3. Oloja, the Healer Caste: Healers and Morticians
  4. Hala, the Storyteller Caste: Storytellers and Teachers
  5. Norn, the Lower, or Outcast Caste: Warriors, Criminals, Traitors, but also Prisoners and Slaves
  Quora, Yora, Oloja and Hala are considered upper classes of equal social standing. Each of these castes sends a speaker, some kind of primus inter pares, to hold council with the Qaytan about law and administartion of the tribe. The Norn Caste ranks below the rest in social standing and is not represented in this council.   The affiliation of a Sitha with a caste is not hereditary. No Sitha is born into a caste. Instead, much like the Norn do it, aspirants for a Caste are taken in after completing their coming of age challenge. To this end, upcoming to their coming of age challenge, a Sitha attempts to affiliate with a desired caste, and must succeed in a feat which proves his aptitude in the castes desired traits. Only once one of the four castes has accepted the Sitha as a worthy aspirant, will he or she be allowed to partake in the coming of age ritual. If he or she completes it, the Sitha will be taken in as a full member of the caste.
There is no difference in social standing among the four "upper" castes, however, for convenience, Sitha have begun to display their membership in a certain caste through sets of different tattoos, whose meaning and design can change from tribe to tribe. Members of the Norn caste are also marked with semi-permanent, usually red, Ironwood ink tattoos, whhc can only be removed with the help of an experienced shaman or other healer of the Oloja Caste.

Once these Norn have proven useful, apt and, most importantly, trustworthy enough to be taken in by any of the upper castes again, these markings will be removed in a ceremonious ritual, and the former Norn will be welcomed back as a "full member" of the tribe and the respective caste again.

This gives all Norn the chance to redeem themselves, and to work themselves out of their state of servitude, even though it rarely happens that they actually succeed. Especially the trust part becomes an issue in this regard.

Quora: The Providers
Where for elves of the Norn elves (the Ethnicity, not the caste) the provider caste consists mostly of hunters and warriors, the role of provider with the Sitha is much more akin to farmers and herders. This likely comes from the fact that Norn was, and still is, the word for the outcasts of a Sitha Tribe, which live on the lower, and thus much less sunfilled, levels of the world tree jungles. Meannhwile the rest of the Sitha tribe inhabits the three uppermost levels which also provide up to 70% of the harvestable fruits and resources.

This does not mean that Sitha do not have hunters in their midst, just that the relevance of hunters in the provider role is much diminished, thus they only make up a small percentage of the Quora caste, albeit the one who provides means of survival beyond the pure provision of food, like furs and leathers.   The (depending on sex) Great Mother or Father is considered the first among the Quora. The bearer of this title is elected amongst all Quora for indefinite time, except the Quora deem it neccesary to replace him or her. Any Quora of age can theoretically challenge the Great Mother or Father to a test of skill, usually a hunting or foraging task. After this challenge it is tradition to repeat the election. It is a human misconception however, that a won challenge will guarantee the winner the seat of the great Mother or Father. It is a good start haowever, and it surely influences the result of the following election, but the election is based on the trust the Quora put into a candidate to defend their interests. A current great Mother or Father, if in good standing and respected by the remaining Quora, can reject a challenge without risking to lose the election which inevitably follows. If this respect among the Quora of the tribe has waned though, it might be advisable for him (or her) to better accept and win it.

Yora: The Artisan, Craftsman and Architect Caste
Members of the Yora Caste, which consists of all kinds of craftsmen, artisans, builders and architects, are the ones who will most likely accept a former member of the Norn Caste into their ranks, in order to learn from him. Depending on the ressources accessible to the tribe, one can find smiths, woodforming druids, stonemasons, leatherworkers or woodcrafters among them. Many members of this caste also have knowledge about nature magic, either to shape the living wood or control the elements. To accept an aspirant, the Yora usually demand of him to build a home (either build or form it it from the living wood) or create a weapon, jewelry or piece of art of a certain quality.
Members of the Yora caste are usually more interested in their ongoing projects rather than tribal politics, hence the Speaker in council with the Qaytan, the so called Master Artisan, is chosen from among a few volunteers who agree to give up some time for this matter. A new Master Artisan is chosen when the last one abdicates, which happens every few years, when the former one desires to return to his own projects.

Oloja: The Healer and Mortician Caste
The Healers care for the well being of the tribe and must keep the knowledge about all kinds of herbal drugs and medicine. They are also responsible for harvesting them, which can be a difficult and dangerous matter, hence the athleticism among the Aloy is no joke. Although purely mundane healers are among them, many a norn of the Aloy caste has mastered the arcane discipline of necromancy, meaning the magic which can redirect lifeforce from one place to another. These Aloy are also responsible to hold funerals and take the remaining lifefae from those which have passed away to redirect it to a better use (usually healing).

Aloy accept a rare herb which is difficult to come by, the witnessed healing of a tribemember or feats of necromantic magic as a token to declare a norn a valid aspirant to their caste.

The speaker of the Aloy is called the Shaman, usually a powerful necromancer and spiritseer, although purely mundane shamans have been known. The shaman is elected for life which means, only when the last shaman reaches the age of ailment, or dies prematurely of other causes, a new one will be elected from among the Aloy.

Hala: The Storyteller and Teacher Caste
Also called the Wisdomkeepers, it is the Hala who care for the chronicles and legends of the Tribe. They also often happen to be the ones caring for the Legendstones (if the tribe has one of those). They are oftentimes versed in occult magic resembling the magic of human bards and often employ illusions to support their storytelling. It is to them, to whom the Caytan comes, if he attempts to assess the wisdom of a course of action, and their word even has a bit of extra weight in the council with the Caytan because of this.
The term Wisdomkeeper is also the title of the one sent to the Caytan's council and he is elected by other Hala once every 20th Solstice, so every 10 years, except if something happens to the Wisdomkeeper in the meantime, which would prevent him from fulfilling that role. While the Artisans of the Yor see the role of the speaker more as a necessary duty, to the Hala it is an important role which carries much honor. Hala accept norn as aspirants, if they bring new stories, legends, facts or music as a token of aptitude

Norn: The Warrior caste, caste of the Outcasts of Sitha society
 
"The root (norn) defends, the leaf (sith) harvests"
Sitha proverb
  Also derogatory called the "Slave" caste by humans, which most norn find unfitting at best.
It is true that the tarn must perform dull and dangerous tasks, which the norn don't want to do themselves, but the word tarn, translated back into human tongue, would be best translated with "someone who pays off his debts", rather than slave. However even compared to human serfs there are some important differences.
First off, the singular norn has only "borrowed" his lifeforce, at least those parts which do not make up his conscient soul (see Religion and Afterlife below), and can thus never be "owned" by anyone. The same holds for the prisoners of the Tarn caste. Because norn of the tribe have paid with their lifeforce to capture the respective prisoners, these are then seen as new parts of the tribe. Thus they can't be "owned" by the singular norn. Instead they, and their workforce, with which they pay back the damage they caused the Norn before being captured, belong to the tribe.
Because Norn believe in personal strength and the indifference of Kaaeya, they wont go easy on the "involuntary newcomers" however and have hence acquired the reputation of being "cruel masters", while in their own understanding they just expect of their prisoners what they would do themselves. Which might be acceptable for other elves, due to their similar physiology, but which for humans and other ancestries can lead to dangerous tasks, for which they are just not cut out, especially in the climbing department.
Any one captured must fulfil the expectations however, and can't hope on Norn showing "mercy" or demanding "less". Even the request is met with disdain and lack of understanding. He may be prisoner, but he is also part of the tribe and has to do his part.

It is possible for a prisoner to leave the tarn caste by the way. If he proves valuable to the norn, be it by deeds or knowledge, and most importantly, also proves to be trustworthy, Norn prisoners can become aspirant to any of the other four castes and join them after performing the coming of Age ritual. It's not any less hard on them though.  

Religion

 
Kaaeya, the indifferent Worldmother

Kaaeya by cyrgan
What use is it to call on her? Little she cares if an elf lives or dies. Better to be silent than to call her attention to you; She will send you dooms, not fortune! She is grim and loveless, but at birth she breathes power to strive and slay into an elf-soul. What else shall an elf ask of the gods?
— Kohnan korul Kreshan Cimmarokai-uru explaining his believes to Ma Ko, a Sword monk of the Summer Isles

The religion of the Norn is a harsh one, circling around the indifference of the creatordeity Kaeeya, the worldmother, towards the daily struggle of the norn. Kaaeya wants her creations to prevail by their own hands and their ability to adapt, an ability thus highly valued among the Norn. Kaaeya is also the Norn word for the Fae, as they believe that this is her body, that she creates all life (as Fae does, for example during Faebirth conception) and that she is created by life just as Fae is.

Because of her indifference Norn either do not pray to Kaaeya at all, as it serves no purpose, or, if they do, are never submissive, because Kaaeya hates that. This marks the major difference to the faith of the Sitha, who see Kaaeya as a much more benevolent goddess, whose will can be influenced by faith and praise. As it also was this faith however, by which the Sitha declared themself chosen, which then again helped to argue the "necessity" to abandon the (non-chosen) norn to the lower levels of the World Trees, norn now reject this interpretation. It is also the reason why Norn think religion should play no role in secular matters.
To the Norn, faith must be clearly separated from "government", turning it into a personal matter at best. The notion that Kaaeya also just doesn't care, that life is a test of aptitude which has to be passed, helps in this regard. Kaaeya would not interact with the world like this.
"Kaaeya, I have never prayed to you before. I have no tongue for it. No one will remember if we were good norn or bad, only our strength. No one will care why we fought, or why we died. No, all that matters is that few stood against many, that's what's important. Valor pleases you, Kaaeya, so grant me one request. Grant me REVENGE! And if you do not listen, then to hell with you!"
— Kohnan korul Kreshan Cimmarokai-uru, the one time in his life he prayed to Kaaeya


Afterlife

Norn belief that, upon death, if the Norn has passed the test of life that he was tasked with by Kaaeya at birth, then his consciousness passes from the former vessel, which was the personal Fae inide his former body, into the external Fae, which is Kaaeya. Like this, if he is worthy, he or she will become a living rememberance in her for all eternity.

If unworthy however, the consciousness (aka soul) will remain stuck inside the body. For the respective Norn-elf this would be bad, because the Norn believe, that the personal fae must be returned to the tribe. A few days after passing away, after the soul of the norn had penty of time to pass on into Kaaeya (if it was allowed), his corpse will be drained for the remaining lifeforce, usually by the shaman or other Aloy. This Fae then is returned to the tribe for other tasks, like healing, or helping to grow food etc. Any unworthy soul probably stuck inside still will hence inevitably be destroyed, to create new life or new opportunities for the tribe, effectively ending the norns existence apart from Kaaeya, even if he didn't pass on.  

Norn and Draugh, Footholds in the underdark

Of all elves, Norn are the most common ones to turn into draugh. Although Sitha are not exempt from turning into draugh, they explain this by the norn being more corrupted by human influence, in the sense of "if you stare too long into the Abyss, the Abyss stares back". As far as Sitha are concerned, the decision of the norn not to ignore the humans and instead interfere with them, and be it just to fight them, led to their downfall and susceptibility to the Plague.

To counter this norn often point out the much more severe transformations eadun elves go through, with barely any of them turning into draugh, but rather human Plaguebeasts but as Eadun are even closer to the humans, the Sitha just take this as confirmation of their theory.

Draugh for Norn represent everything they hate: Duplicity, betrayal, strive for power without regard to cost. Basically everything they hate the in humans, with, admittedly, a very narrow and biased picture of humans. Norn take this "kinship" as proof that the plague came with the humans, and that draugh are nothing else but Norn who were infected with too much "humanity".

As an elf turns into a draugh there is a small fraction of time in which he can decide to leave his kin without causing any further harm. Norn who do this are highly regarded, and their loss is mourned greatly, as it implies a great strength of character to just leave and not come back. Elves who miss this window of opportunity begin to despise their kin, harbor hidden resentments and feel an ever stronger pull towards "the Dark Roads" underneath, a hidden feeling that the "draugh" are right, and that selfishness in face of the threats the elves are exposed to is the only answer. The afflicted future draugh can hide this from the caste and the tribe for a time, but knows that sooner or later he has to go, or be caught by his own brethren and executed, just for the crime of "seeing clearly". This creates even more resentment, until the Norn is a full draugh by all but his skin color.

Prospective draugh, which are able to form wood, and who happen to live on world trees, often form tunnels into the living wood of the tree to reach the underdark and, out of sheer spite and disregard for the culture the draugh once shared, scorch the wood with tainted fae to make sure the tunnels can't be closed anymore. This irrevocably hurts the world tree and opens it to future draugh invasions from the underdark, which is why norn try to recognize prospective draugh in their midst as soon as possible.

World Tree elf tribes then establish footholds in the Underdark, bridgeheads to hold off draugh. Most of these bridgeheads are manned with experienced warriors from the Croh caste, and can grow to the size of small subterranean forts and villages even.

Norn hold no grudge against the elves which went to the dark roads, it was not their fault, but treat them as having died and having been replaced by something else. They do not consider draugh as elves like humans do, just like humans don't consider plaguebeasts still as human.

Fantasy Age Stats

Sitha Elf Benefits

 
  • Pick one of the following Ability focuses: Intelligence (Natural Lore) or Perception (Seeing)
  • You have Darksight which allows you to see 20 m in Darkness without a light source
  • Your basis speed is equal to 12 + Dexterity
  • You have the Focus Strength (Climbing)
  • Rooted in the Material World: You resist Mind Magic as if you had the Focus Willpower (Self Discipline)
  • You can speak and read Common (Ring) and Onari + INT Number of languages of choice
  Select two addintional benefits from the table below.

Benefit Effect
Ability Bonus: Strength +1
Focus Perception (Tracking)
Focus: Perception (Hearing)
Weapon Group: Spear
Ability Bonus: Accuracy +1
Focus: Dexterity (Stealth)
Ancestry Stunt: Favored Exploration Stunt -1SP
Ability Bonus: Dexterity +1
Ability Bonus: Perception +1

D&D 5e Stats


Sitha Elf

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 30ft

Elf Traits:

  • Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Natural Climber: You have an advantage in athletics skills used for climbing. Your base climbing speed equals half your movement + 5 (rounded down)
  • Keen Senses: You have proficiency in the Perception skill.
  • Rooted in the material world: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.

Sitha Traits:

  • Sure Footed: Used to live in an environment in which each step can mean certain doom, and safe routes are hard to find, you get proficiency in Acrobatics
  • Speech of Beast and Leaf: You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.

Languages. Sitha, Onari (Elvish), Common


Pathfinder 2e Stats


See also the Feats at the Bottom of the page

Hit Points
6
Size
Medium
Speed
30
Ability Boosts
Dexterity
Intelligence
Free
Ability Flaw
Constitution
Languages
Common
Depending on the Heritage either Sitha, Norn or Eadun
Additional Languages equal to your Intelligence Modifier (if it is positive). Choose from Elf Common (Onari), or any other language to which you have access (such as languages prevalent in the region)
Traits
Elf
Humanoid

Low Light Vision
You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Natural Climber
Your toes are adapted for gripping and climbing. You gain the Combat Climber feat as a bonus feat. Additionally, if you roll a success on an Athletics check to climb, you get a critical success instead.


Sitha Elf Heritages


Sitha Elves (Leaf Elves)
Your ancestors lived in the treetops, hunting amongst the crowns of the worldtrees. You are practiced in traversing treacherous ground. Whenever you critically fail an athletics check to climb, high jump, or long jump, treat it as a normal failure. A high jump does not require a stride and a long jump requires only a 5-foot stride.

Norn Elves (Root Elves)
Norn Elves know how to exploit their environment to hide. They gain a +2 circumstance bonus to all attempts to hide in all wilderness environments.

Animal Speakers
Your ancestors had an uncanny knack to tame the beasts of the Eternal Forests. You gain the Beast Trainer (Elf) Ancestry feat.

Elf Ancestry Feats


At 1st level, you gain one ancestry feat, and you gain an additional ancestry feat every 4 levels thereafter (at 5th, 9th, 13th, and 17th levels). As an Elf, you select from among the ancestry feats as described here or in the Core Rulebook or Advanced players Guide which haven't been replaced. The feats which replace those described in the Core Rulebook or Advanced players Guide describe essentially the same effect but with a different reasoning, as Elves on Ardu differ fundamentally from Elves in other universes

A comprehensive lists of Feats can be found here:
Elf Feats
if picking from that list, choose only those which come from the Core Rulebook or the Advanced Players Guide, and then see if the Feat has been replaced. Use the Text of the Replacement Feat

Level 1


Original Feats


Wildborn Magic - - Feat 1 -
ELF

Description You have learned to access the old magic of wild places. Choose one cantrip from the primal spell list. You can cast this cantrip as an innate primal spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.

Woodcraft - - Feat 1 -
ELF

Description You have a innate familiarity with forested areas. When in a forest or jungle environment, if you roll a critical failure on a Survival skill check to Sense Direction, Subsist, or Cover Tracks, you get a failure instead, and if you roll a success, you get a critical success instead.

Beast Trainer (Elf) - - Feat 1 -
ELF

Description You have an impressive innate ability to tame and command ferocious beasts. You become trained in the Nature skill and gain the Train Animal skill feat.

Replacements:


Replaces Ancestral Linguistics
Instinctive Fae Connection: Languages - -Feat 1 -
ELF

Description You tap into the common Knowledge and thoughts that forms the Fae. You become fluent in one common language or one other language you have access to. You know this language until you prepare again. Since this knowledge is temporary, you can't use it as a prerequisite for a permanent character option.

Replaces Ancestral Longevity
Instinctive Fae Connection: Skills - - Feat 1 -
ELF

Description You tap into the common Knowledge and thoughts that forms the Fae. You gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

Replaces Elven Aloofness
Instinctive Fae Connection: Intimidation Resistance - - Feat 1 -
ELF

Description You can tap into the Fae on an instinctual Level and feel the insecurities of those attempting to intimidate you who aren't as well versed at hiding it. If a non-elf rolls a failure on a check to Coerce you using Intimidation, it gets a critical failure instead (and thus can't try to Coerce you again for 1 week). When a non-elf attempts to Demoralize you, you become temporarily immune for 1 day, instead of 10 minutes.

Replaces Forlorn
Insitinctive Fae Connection: Emotions
ELF

Description You tap into the near Fae to become rooted in your own emotions again, which formed it. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

Level 5


Original Feats


Elven Instincts - -Feat 5 -
ELF

Description Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.

Forest Stealth - - Feat 5 -
ELFSINGLE ACTION

Requirements Expert in Stealth, You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover.
Description You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.

Wildborn Adept - - Feat 5 -
ELF

Requirements Wildborn Magic
Description The whispers of the jungle grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.

Replacements


Replaces Ancestral Suspicion
Fae Steeled Will - - Feat 5 -
ELF

Description You are rooted in the World as is, as you can feel due to your connection with the fae as it should be. You've been trained to resist manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.

Level 9


Original Feats


Dragon Speaker - - Feat 9 -
ELF

Requirements Beast Trainer (Elf)
Description Your learned to foster a unique understanding for the Draks and Draconics. You gain a +2 circumstance bonus when you attempt to Make an Impression on a creature with the dragon trait. You gain access to the Riding Drake (Drak) animal companion.

Replacements


Replaces Expert Longevity
Expert Fae Connection: Skills - - Feat 9 -
ELF

Requirements Instinctive Fae Connection: Skills
Description When you choose a skill in which to become trained with Instinctive Fae Connection: Skills, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Instincitve Fae Connection:Skills expires.   When the effects of Instinctive Fae Connection:Skills and Expert Fae Connection:Skills expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Instinctive Fae Connection: Skills or make you an expert in the skill you chose with Expert Fae Connection: Skills.

Level 13


Replacements


Replaces Universal Longevity
Legendary Fae Connection: Skills - - Feat 13 -
Requirements Frequency: Once per day
Description You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skills you selected with Ancestral Longevity and Expert Longevity.



Cover image: by cyrgan

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