Aulvi are the most ancient of peoples, but in many ways are naïve to the way the world functions, as they have been so long removed from it due to the Alien enslavement of Those-Who-Dwell-Below. As such, Aulvi, almost universally are social beings with the goal of getting to know the world and its inhabitants while simultaneously fighting enslavement and unjust rule wherever it shows its face. Due to their enslavement, many Aulvi have been the focus of experimentation from Those-Who-Dwell-Below, and curses, missing limbs, and trauma are commonplace. Roughly 20% of all Aulvi are undead, and 10% are lycanthropes. Aulvi also live in a pseudo-utopian society where money only exits to interact with the outside world, and the people have access to free healing, education, food and water, and where everyone works towards the betterment of the society and the world as a whole. Aulvi also have a shared dream space, and no Aulvi has gone to a true afterlife. All Aulven spirits remain on the world, though most are contained in their soulstones, or the soul walls around Aulven settlements.
If you want a character who is social, justice focused, and kind, you might want to play an Aulvi
-Dedicate years to spending time with shorter lived races
- Adopt specialized or obscure interests simply for the sake of mastering them.
-Go on an adventure simply for a change of pace
-Socialize constantly, and find ways to join social events.
-Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.
-See you as Naïve due to your openness and honesty
-Believe that you are trying to “make them better”
-Think that they can take advantage of you monetarily due to Aulven lack of currency
Aulvi are born with two arms and two legs. Aulvi have lighter bones than many other species, but this allows them a quickness that many other species lack. Aulvi also grow small to medium horns on their heads, ranging from barely noticeable spikes to antlers, with everything in-between. Aulvi have skin colors in more and more vibrant hues than most other humanoids. This is often due to location they have spent much time in, or locations they are most connected to. An Aulvi who is connected to the forest might take on a green or brown skin tone, while one in a desert might take on a beige tone. This is likewise true for hair, though some family lines have noticeably different hair colors, some even glowing, or seeming to glow in the sunlight. Hair colors run the gambit of practically every known color, as do eye colors.
Aulvi are often afflicted by curses that have mutated or otherwise altered their physical bodies. Many manifest as oozelike, and both the curses of vampirism and lycanthropy originated from tests done on the Aulvi in ancient times by those who dwell below. As such, it is not uncommon for Aulvi to have drastically different aspects or forms due to these experiments and curses.
Aulven society is pseudo-utopian. It has a high focus on mental health, and freedoms. Aulvi form many relationships and abhor being alone. Aulvi spend much of their focus on building these relationships, and Aulven home structure is more society focused. Aulvi don’t own homes, for instance, instead living in communal spaces in their massive connected pyramid cities or cliff faces, or even in towns where there is a single building for communal sleeping space.
Beliefs: Aulvi are open and trusting, hopeful and free. To harm one Aulvi is to harm them all, and there is the saying of elves that “to harm one flower is to incur the wrath of the forest.” Aulvi are incredibly protective of freedoms, and have fought multiple wars in their short time on the surface to fight against the institution of slavery.
Popular edicts: find beauty in nature and art, explore things others would keep hidden, protect your community, be free and fight for that freedom for others.
Popular anathema: abandon your own path of self for another, force another creature to do something, destroy nature, help Those-Who-Dwell-Below
Aulvi are almost universally on the good spectrum. Most are neutral good, but many are chaotic or lawful good as well. Aulven society has weeded out evil in its people for the most part over eons of community, shared dream space, and mental health, as well as the more evil members being killed when they would not work for the greater benefit of the Aulven society by Those-Who-Dwell-Below, or executed or banished when evil acts threatened the whole of elven society.
Religion is interesting for Aulvi as immortal beings themselves, and most Aulvi see religion as more of a companionship between fellows than a service to a "greater" good. That said, Many Aulvi fight for the ideals of certain gods, and will fight alongside those who follow them, often following them more like a trusted leader than a deity than other races might. The most common deities for Aulvi are: Aeosh, Ashana, the Ancient Anadia (not including Brother Shadow), The Interested Party, and The Eternal Truth.
Many Aulven adventurers do so to see the world they are only recently returned to in all of its wonder and splendor, or to fight against tyrannical rule in far off lands, or even to make friends somewhere other than just at home.
Aulven names are almost always connected to something in the natural world, or an interesting concept or hobby. Aulvi choose their own name during a special ceremony at age 100, after that point, they can change their name as often as they like, though they must make this change known to an archivist in an elven city at their first opportunity. Popular aulven names include: Bluebird, Cliff, Darkness, Flame, Flour, Frostleaf, Gardenia, Ice, Leo, Petal, Rosebud, Stag, Tortoise
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Ancestral Linguistics :Elf Prerequisites at least 100 years old-Over your extensive lifespan, you've studied many languages. During your daily preparations, you can recede into old memories to 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.
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Ancestral Longevity: Elf Prerequisites at least 100 years old- You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to 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.
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Aberration Bane Warrior: Elf You gain a +1 circumstance bonus to damage with weapons and unarmed attacks against Aberrations. If your attack would deal more than one weapon die of damage (as is common at higher levels than 1st), the bonus is equal to the number of weapon dice or unarmed attack dice. If your actions force a Aberration to take damage from its sun vulnerability (radiant damage vulnerability), increase that damage by 2.
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Elemental Wrath: Elf You are so attuned to the land that you can call forth a bolt of energy from your surroundings. When you gain this feat, select acid, cold, electricity, or fire. You can call to the land to cast the acid splash cantrip as an innate primal spell at will, except the spell has only verbal components and deals the type of damage you chose instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
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Elven Aloofness: Elf As much as you might care for them, you've come to terms with the ephemeral nature of non-elves, and it makes their threats feel less troublesome. 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.
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Elven Lore: Elf You've studied in traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Elven Lore.
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Elven Verve: Elf While all elves are immune to the paralyzing touch of ghouls, you can shake off flesh-numbing magic of all kinds. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.
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Elven Weapon Familiarity: Elf You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows. In addition, you gain access to all uncommon elf weapons. For the purpose of determining your proficiency, martial elf weapons are simple weapons and advanced elf weapons are martial weapons.
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Forlorn: Elf Watching your friends age and die fills you with moroseness that protects you against harmful emotions. 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.
Free Heart: Elf You follow all your passions, unlimited in creativity and zeal. Choose a common background that relates to a passion you’ve pursued; you’re trained in the skills and gain the skill feat associated with that background in addition to those in your normal background. As usual for backgrounds, if you would gain the trained proficiency rank for one of these skill from your class at 1st level, you instead become trained in another skill of your choice.
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Know Your Own: Elf You've spent countless hours studying the history of elves on your world and beyond and are a studied expert in your people's ways. If you critically fail a check to Recall Knowledge about elves, elven society, or elven history, you get a failure instead.
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Nimble Elf: Elf Your muscles are tightly honed. Your Speed increases by 5 feet.
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Otherworldly Magic: Elf Your elven magic manifests as a simple arcane spell, even if you aren’t formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
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Share Thoughts: Elf You have an uncanny knack of communicating with other elves without speaking, though this habit that is often uncomfortable to observers. You can cast mindlink as an innate occult spell once per day, but you can target only other elves or half-elves.
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Unwavering Mien: Elf Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round. You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.
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Wildborn Magic: Elf 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.
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Woodcraft: Elf} 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.
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Ageless Patience: Elf You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check to gain a +2 circumstance bonus to that check. You also don't treat a natural 1 as worse than usual on these checks; you get a critical failure only if your result is 10 lower than the DC. For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime. The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.
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Defiance Unto Death: Elf You loathe the alghollthus and their mind magic, and you’ve been trained to be willing to die rather than give into mental manipulation. If you would start your turn confused, controlled, or fleeing due to a failed Will save, you can attempt a Will save against the same DC; on a success, you become paralyzed until your next turn, rather than act against your will.
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Desert Stealth: Elf In deserts, you are particularly skilled at quickly hiding behind bits of underbrush or foliage, or moving quietly through murky water. You Take Cover and then use that cover to Hide.
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Elven Instincts: Elf 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.
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Elven Persistence: Elf Free action-Elves don’t give up easily on their pursuits. Instead of the result you received for the triggering skill check, you receive a result of 12 + your proficiency bonus (don’t apply any other bonuses, penalties, or modifiers).
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Elven Weapon Elegance: Elf Prerequisites Elven Weapon Familiarity- You are attuned to the weapons of your elven ancestors and are particularly deadly when using them. Whenever you critically hit using an elf weapon or one of the weapons listed in Elven Weapon Familiarity, you apply the weapon's critical specialization effect.
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Fey Influence: Certain ancestry- You have been exposed to powerful fey magic. You become trained in primal DCs and spell attack rolls. You gain the fey trait and one of the following features that grants an innate primal spell that can be used once per day.
-Anteater You can launch your tongue forward as a deadly attack, gaining grim tendrils.
-Cat Sith You have catlike features and can appear as a mundane cat with pest form (cat only).
-Cursed Bluebird You have blue feathers or wings. It's terrible luck to harm a bluebird, and you can manifest that power as ill omen.
-Dryad Your body is covered in elegant vines, granting you summon plant or fungus.
-Faun Your legs and feet are swift and possibly hooved, granting you fleet step.
-Gremlin You have long, bat-like ears and gain bane.
-Monarch You have vestigial, insectile features and gain spider sting.
-Unicorn You have a magical horn or a prominent symbol of one on your forehead, which you can use to cast heal.
-Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
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Forest Stealth one-action: Elf: Prerequisites expert in Stealth- Requirements You are in a forest or jungle environment near an environmental feature that would allow you to Take Cover.- You are skilled at quickly hiding behind bits of underbrush or foliage. You Take Cover and then use that cover to Hide.
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Martial Experience: Elf You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus. At 11th level, you become trained in all weapons.
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Mountain Stealth: Elf In mountains, you are particularly skilled at quickly hiding behind bits of underbrush or foliage, or moving quietly through murky water. You Take Cover and then use that cover to Hide.
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Undead Empathy: Elf Your relationship with undeath gives you a stronger bond with undead. You can use Diplomacy to Make an Impression on mindless undead or make simple requests of them. As long as there aren't living creatures nearby, they usually let you speak. If the undead creature currently is in the thrall of a creature whose level is higher than yours, you typically need a critical success on your Diplomacy skill check.
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Wildborn Adept: Elf Prerequisites Wildborn Magic- 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.
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Brightness Seeker: Elf Once per day, you can spend 10 minutes studying your surroundings in search of omens related to a particular course of action to cast augury as an innate divine spell. Unless the result of the augury was “nothing,” you gain the following reaction for the next 30 minutes: Call Upon the Brightness
reaction
-Trigger You attempt an attack roll, skill check, or saving throw while performing the course of action from your augury, but you haven’t rolled yet.
-You gain a +1 status bonus to the triggering check, or a +2 status bonus if the result of the augury was “woe” and you proceeded anyway.
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Drain Emotion two-actions: Enchantment Mental Certain Ancestries: Frequency once per day
Prerequisites Fey Influence: You touch an adjacent creature and attempt to draw out its excess emotion. Attempt a counteract check against a single emotion or fear effect affecting the touched creature. If you succeed, you gain temporary Hit Points equal to your level for a number of rounds equal to your Charisma modifier (minimum 1 round). Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
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Elf Step one-action: Elf You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
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Expert Longevity: Elf Prerequisites Ancestral Longevity-You’ve continued to refine the knowledge and skills you’ve gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires. When the effects of Ancestral Longevity and Expert Longevity 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 Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.
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Fey Ascension: Certain Ancestries The fey influence on your form and features grows even more powerful and notable. You gain one of the following features and abilities; this must be the same animal or fey type as you chose for Fey Influence.
-Anteater You become an expert in primal DCs and spell attack rolls. You can cast slow as an innate primal spell once per day.
-Cat Sith You laugh off the outraged curses of those you have tricked or wronged. Whenever a creature targets you with a misfortune effect, make a DC 13 flat check. On a success, you are unaffected.
-Cursed Bluebird You have enough control over your curse to turn a bane into a minor blessing. Once per day, you can temporarily transform yourself or an ally into a blue bird, as a 4th-level pest form (bird only) targeting one willing creature.
-Dryad Your hair becomes intermixed with delicate but razor-edged leaves that move as you command. You gain a leaves ranged unarmed attack that deals 1d6 slashing damage. Your leaves are in the dart weapon group and have the magical and unarmed traits.
-Faun You can cast charm, sleep, and triple time as innate primal spells once per day each. Whenever you cast one of these spells, you can Step or Stride as part of the activity.
-Gremlin You become an expert in primal DCs and spell attack rolls. You can cast mad monkeys as an innate primal spell once per day.
-Monarch Once per day, you gain the ability to manifest a pair of exquisite butterfly wings. These wings remain for 10 minutes. You gain a fly Speed equal to your Speed while you've manifested your wings.
-Unicorn You become trained in Medicine, or an expert if you were already trained. You gain a +2 status bonus to saves against poison and charm effects.
Special This feat gains the trait appropriate for your ancestry (human for human, goblin for goblin, etc.).
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Otherworldly Acumen: Elf Prerequisites at least one innate spell gained from an elf ancestry feat- The arcane magic you possess grows in power and complexity. Choose one common 2nd-level spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.
Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-level spell from the same tradition.
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Sense Thoughts: Elf Prerequisites Share Thoughts- You have an even stranger knack for knowing what other people are thinking. You can cast mind reading as an innate occult spell once per day.
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Tree Climber (elf): Elf You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.
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Anchoring Arrow: Elf Frequency once per hour
You can prevent demonic foes from fleeing your wrath via teleportation. Make a bow Strike against a Aberrations. In addition to the normal effects of the Strike, the target must attempt a Will save against your class DC.
Critical Success The target avoids any additional effect.
Success The target takes a –5 circumstance penalty to all their movement Speeds for 1 round as arcane coils of magic meddle with their mobility.
Failure As success, but a –5 foot circumstance penalty for 1 minute. While the target is affected by this, Anchoring Arrow attempts to counteract any teleportation effect that would move the target, or any effect that would transport the target to a different plane. The arrow has a counteract rank of 7th and a +20 modifier to the roll.
Critical Failure As failure, except a –10 foot circumstance penalty, and the duration is 10 minutes.
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Avenge Ally one-action: Elf Fortune Frequency once every 10 minutes. Requirements You are adjacent to an ally with the dying condition. Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.
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Elven Weapon Expertise:Elf Prerequisites Elven Weapon Familiarity- Your elven affinity blends with your class training, granting you great skill with elven weapons. Whenever you gain a class feature that grants you expert or greater proficiency in certain weapons, you also gain that proficiency in longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and all elf weapons in which you are trained.
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Glamour: Certain Ancestries Prerequisites Fey Influence- You unlock a new level of fey power and can manipulate the perceptions of others using a font of First World magic. You gain the fey glamour focus spell as a primal spell that doesn't have the sorcerer trait. If you don't already have a focus pool, you gain a focus pool of 1 Focus Point.
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Helpful Elf: Elf When you aid a friend with a task, you find many ways to help and avoid interfering. On a critical success to Aid, you grant your ally a +3 circumstance bonus if you have expert proficiency in the skill (rather than +2), and you grant your ally a +4 circumstance bonus if you have master proficiency (rather than +3). If you roll a critical failure on a check to Aid, you don’t give your ally a –1 circumstance penalty to their check.
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Solar Rejuvenation: Elf The warmth and light of the sun gives you life. If you rest outdoors for 10 minutes during the day, you regain Hit Points equal to your Constitution modifier × half your level. You gain this benefit in addition to any healing from Treat Wounds.
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Treehealer Elf Frequency once per day
You can undo the effect of corruption in plants. By spending 10 minutes in contact with a tree that’s been corrupted, you can restore the tree to its original health. This does not prevent that tree from becoming corrupted again in the future. Alternatively, you can spend 10 minutes in contact with a creature with the plant trait. At the end of this time, you restore 7d8+56 Hit Points to that creature and heal half that amount of your own Hit Points. Additionally, you can attempt to counteract any one curse or disease afflicting that plant creature as if you had cast cleanse affliction heightened to 7th rank. Your counteract rank for this is 7, and your counteract check is equal to your Will save or your spell attack modifier, whichever is higher.
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Universal Longevity one-action:{Elf Frequency once per day -Prerequisites Expert Longevity- 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.
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Wandering Heart: Elf Prerequisites Arctic Elf, Cavern Elf, Desert Elf, Woodland Elf, or any other elf heritage based on adapting to an environment: While all elves adapt to their environments over time, you have traveled so widely and become attuned to so many environs that your body now changes more rapidly than other elves. After spending a week in an environment associated with an elf heritage (such as snow for arctic elf, or a forest or jungle for woodland elf) your heritage automatically changes to become that heritage. This never causes you to change to an elf heritage that isn’t related to an environment, such as ancient elf, seer elf, or whisper elf.
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Aberration Slayer: Elf 1/day- You can deliver a melee blow to an aberration that creates an explosion of holy light to try to finish the demon off. In addition to the normal damage from your melee Strike, you also inflict 10d6 spirit damage to the demon. The aberration/allgothu can resist this additional damage with a basic Fortitude save against your class DC. If the aberration/allgothu is slain by this strike, it explodes in a blast of holy light that fills a 30-foot emanation. All creatures in this area that have the aberration/allgothu trait take 10d6 spirit damage and must attempt a Fortitude save against your class DC.
Critical Success The aberration/allgothu takes no damage.
Success The aberration/allgothu takes half damage.
Failure The aberration/allgothu takes full damage and is dazzled for 1 round.
Critical Failure The aberration/allgothu takes full damage and is permanently blinded.
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Fey Transcendence: Certain ancestries Prerequisites Fey Influence- You become a powerful fey creature, gaining strengths tied to the First World but also some of the weakness against which all fey must contend. You gain a +2 status bonus to saves against illusion, emotion, and enchantment effects, and you can use Diplomacy to Make an Impression on and to make very simple Requests of animals and plants. You regain twice the number of Hit Points when resting in a natural wooded area, such as a forest or jungle. You have weakness to cold iron equal to half your level.
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Magic Rider: Elf Your people used powerful magic to travel between distant worlds, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.