出典 Heroes from the Fringe 10ページ
Aquatic elves are the oceanic cousins of landborn elves. These elves have developed gills and webbed fingers and toes that allow them to survive and navigate the waters of Golarion, and often have blue, coral, or seaweed-black skin to blend into their environment. A significant number of aquatic elves live in the Steaming Sea near Mordant Spire, and in the Arcadian Ocean. Aquatic elves typically live secluded lives, either on their own or in small communities, though groups of aquatic elves that interact with land-dwelling communities are not uncommon. These elves are as varied as their land-dwelling kin, with unique cultures and customs scattered throughout the oceans and seas of Golarion. Aquatic elves often have the aquatic mastery alternate racial trait described below.
出典 Heroes from the Fringe 10ページ
Though the Ekujae clans are often mistaken for unaffiliated tribes, they are in fact a united nation and still hold vestiges of the power that their ancient kingdom once wielded. Ekujae elves reside within the Mwangi Expanse in hidden jungle villages so interwoven with the surrounding trees that the buildings there are overlooked even by travelers passing within a few hundred feet them. Unlike many of the elves of Avistan, the Ekujae remained on Golarion despite the calamity of Earthfall and tell tales of having defeated a “Great Darkness” after the disaster. They still hone their skills for war and are ever ready to fight the Darkness if it returns. Due to this ancient responsibility, Ekujae hold to strict traditions in many matters, including the burying of their fallen and the act of swearing oaths and ritualized agreements.
Like other elves, Ekujae have keen intellects and are skilled in magical lore, including what has been passed down through their oral traditions and the numerous secrets of the Mwangi Expanse. They often journey to the Magaambya to study magic or to share their knowledge with that academy’s students. Ekujae frequently have the long-limbed alternate racial trait and either the woodcraft, silent hunter, or light against darkness alternate racial traits, as well as the sense thoughts alternate racial trait described below.
出典 Heroes from the Fringe 11ページ
Forlorn elves rarely refer to themselves by that name; instead, other elves use the term to refer to elves who reside among shorter-lived races. Forlorn elves often watch many of their friends and family die before their first century is past. Some Forlorn have adopted a variety of unhealthy coping mechanisms as a result, such as recklessness or substance abuse; others develop antisocial tendencies and keep others at arm’s length to avoid the pain of loss. Still others learn to accept the brevity of the lives around them, cherishing what time they have with friends while they still have it.
Forlorn are the most common wanderers of elvenkind, whether they’re traveling widely to avoid attachment or relishing travel with short-lived companions, and many become adventurers. Some find their way to elven lands, where their kin sympathetically welcome them, while others avoid such places out of bitterness or fear of rejection. Forlorn elves frequently have the envoy and urbanite alternate racial traits; some also have the devoted companion alternate racial trait described below.
出典 Heroes from the Fringe 11ページ
The elves of Jinin are descended from those who traveled underground millennia ago to escape Earthfall. Led by the oracle Jininsiel and guided by a vast, treelike vein of mithral, these elves emerged in Tian Xia, where they founded the nation of Jinin. Jininese elves have adopted many of the customs of their human and samsaran neighbors—Jinin’s culture places great emphasis on artistic pursuits, especially those involving mithral, which serves as a national symbol, lucrative export, and treasured cultural relic for Jininese elves. The elves of Jinin are far less isolationist than many other elven cultures, freely permitting outsiders into Jinin; likewise, while most Jininese elves remain there, many travel or settle across the Dragon Empires and beyond.
Jininese elves frequently have the dreamspeaker and envoy alternate racial traits, as well as the Jininese weapon mastery alternate racial trait described below.
出典 Heroes from the Fringe 11ページ
The Snowcaster tribes of the far north are extraordinarily reclusive, hiding their settlements in icy caverns, mountain valleys, the hearts of snow-shrouded pine forests, and other difficult-to-reach places. Their loyalty to their homes borders on religious reverence, whether they are ancestral burial grounds, ancient elven ruins, or simply places they’ve chosen as their own. Snowcasters rarely journey outside their homes or meet with outsiders. The primary exceptions to this are the twilight speakers, who serve as emissaries to the outside world. Less commonly, Snowcasters who have been exiled, who have lost their homes to monsters, or who are simply overcome with wanderlust may journey to the outside world to seek a new life.
Snowcasters frequently have the desert runner, elemental resistance(cold), and fleet-footed alternate racial traits; a few have the frostmelding alternate racial trait described below.
出典 Heroes from the Fringe 11ページ
The Mordant Spire’s elves, with their eerie masks and off-putting mannerisms, are a mystery to most Avistani. These elves have sworn to prevent exploration of Azlant in order to preserve and isolate the remnants of the Azlanti culture and protect Golarion from another Earthfall. The reclusive Spiresworn use enchantment and water magic to dissuade explorers; they resort to violent or deadly means only with utmost reluctance. In recent years, some younger Spiresworn have begun to question their isolationist traditions. While their commitment to protecting Azlant remains firm, a growing segment of Spiresworn believe that there is much to gain from interaction with the wider world. These elves sometimes leave the Spire to seek knowledge and experience.
Spiresworn frequently have the keeper of secrets alternate racial trait, as well as the crossbow training, natural swimmer, and tongue of the sea alternate racial traits; some also have the moonkissed alternate racial trait described below.
出典 Inner Sea Races 211ページ
Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2 racial bonus on saving throws against fear effects. They also choose two Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1 racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic.
出典 Heroes from the Fringe 11ページ
Some Spiresworn, especially those born within the Spire itself, are mystically warded from birth against dangers both mental and physical. Elves with this alternate racial trait gain a +1 racial bonus on saving throws.
This replaces elven immunities and keen senses.
出典 Heroes from the Fringe 11ページ
Ekujae are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level.
This replaces elven immunities and keen senses.
出典 Legacy of the First World 4ページ
To some elves with fey heritage, magic is a visible presence they have known all their lives. These elves have detect magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces elven magic.
出典 Heroes from the Fringe 12ページ
A few rare Snowcaster elves are able to supernaturally blend with their surroundings to avoid the eyes of outsiders. Elves with this alternate racial trait can use meld into stone as a spell-like ability once per day, with a caster level equal to their character level, except that they instead meld with snow and ice and the spell duration is 1 round per level.
This replaces elven magic.
出典 Inner Sea Races 211ページ
Elves raised in the traditions of those who protected elven holdings before, during, and shortly after Earthfall specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a +1 racial bonus to their caster levels for the purpose of determining the range and duration of all conjuration and illusion spells that they cast. This racial trait replaces elven magic.
出典 Blood of Shadows 5ページ
Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadowUM descriptor at +1 caster level.
Dwarves can take this trait in place of greed. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilitiesARG racial trait. Gnomes can take this trait in place of gnome magic. Halflings can take this trait in place of weapon familiarity. Half-orcs can take this trait in place of intimidating, also gaining the gnome’s illusion resistance racial trait.
出典 Legacy of the First World 12ページ
Some elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Elves with this racial trait gain a +2 dodge bonus to アーマー・クラス against attacks by chaotic creatures. This trait replaces elven magic.
出典 Inner Sea Races 210ページ
Some families of elves have been strongly influenced by rigidly honorable non-elven cultures, such as Forlorn elves raised in nations such as Taldor and the elves of Jinin influenced by Tian-Min travelers. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.
出典 Pathfinder #124:City in the Deep 79ページ
Mordant Spire elves learn to dive and swim at an early age. Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.
出典 Inner Sea Races 211ページ
Elves who come from the ancient elven civilization of Sovyrian are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge(history), Knowledge(local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.
出典 Heroes from the Fringe 11ページ
While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a +1 racial bonus on attack rolls and caster level checks while adjacent to an ally who has been reduced to fewer than half her maximum hit points.
This replaces elven magic and weapon familiarity.
出典 Inner Sea Races 210ページ
Elves who frequently interact with shorterlived species, especially members who hail from Varisia, often come to rely on their ability to weight out such impatient races. These elves gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat. This racial trait replaces the elven magic and weapon familiarity traits.
出典 Inner Sea Races 211ページ
Forlorn—elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
出典 Inner Sea Races 211ページ
Some elves 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. This racial trait replaces elven magic and weapon familiarity.
出典 Blood of Shadows 5ページ
Drow sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison(see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save 難易度 for this poison is equal to 10 + 1/2 the character’s Hit Dice + the character’s Constitution modifier.
胃殺しの毒/Mawbane Poison—摂取型; セーヴ 上記の頑健セーヴ; 頻度 4ラウンドの間1/ラウンド; 効果 1d2【耐久力】ダメージ; 治癒 1回のセーヴ
ドワーフは防御修練および頑丈と置き換える。エルフはエルフの魔法および武器精通と置き換える。ノームは防御修練、ノームの魔法および幻術抵抗と置き換える。ハーフエルフはエルフの耐性および鋭き五感と置き換える。ハーフオークはオークの凶暴性および武器精通と置き換える。人間は熟練と置き換える。ハーフリングの生態はこの特徴をとることを妨げる。ドラウはドラウの耐性、光による盲目化、呪文抵抗および武器精通と置き換える。ワヤンは光と闇、潜伏者および影の抵抗力と置き換える。
出典 Blood of Shadows 5ページ
前提条件:low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet.
Elves or gnome can take this trait in place of keen senses. Half-elves can take this trait in place of multitalented.
出典 Legacy of Dragons 10ページ
Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge(arcana) checks. This racial trait replaces keen senses.
出典 Blood of Shadows 4ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally.
Dwarves can take this trait in place of hatred and darkvision, also gaining low-light vision. Elves, gnomes, half-elves, and halflings can take this trait in place of keen senses. Half-orcs can take this trait in place of weapon familiarity, also gaining low-light vision.
出典 Heroes of the Wild 5ページ
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to
The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The 難易度 for the spelllike abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities.
A dwarf can take this trait in place of greed and stonecunning. An elf, half-elf, or half ling can take this trait in place of keen senses. A gnome can take this trait in place of obsessive. A half-orc can take it in place of orc ferocity. A human can take it in place of skilled. A human who replaces skilled with fey magic also gains fey thoughts and low-light vision.
出典 Heroes of the High Court 14ページ
Elves tend to be too aloof and capricious to make reliable diplomats, but some elves specially train to serve as ambassadors to fey courts. Elves with this racial trait gain a +1 racial bonus on Diplomacy and Knowledge(nature) checks, and Knowledge(nature) is a class skill for them. This racial trait replaces keen senses.
出典 Heroes of the Streets 8ページ
City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
出典 Inner Sea Races 211ページ
Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1(to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only Azlanti, Celestial, Draconic, and Sylvan(or Senzar instead of Sylvan if they hail from Tian Xia).
出典 Pathfinder #124:City in the Deep 80ページ
Mordant Spire elves speak the ancient languages of their ancestors, enemies, and other creatures native to the Steaming Sea. Elves with this racial trait begin play speaking Azlanti and Elven. Elves with high Intelligence scores can choose from the following languages:Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf ’s normal languages.
出典 Blood of Shadows 4ページ
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover.
Dwarves can take this trait in place of stonecunning. Elves, gnomes, and half-elves can take this trait in place of low-light vision. Half-orcs can take this trait in place of intimidating, also gaining the shadow blendingARG fetchling racial trait. Halflings can take this trait in place of weapon familiarity.
出典 Heroes from the Fringe 10ページ
Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the 難易度 of any spell with the water descriptor they cast by 1.
This replaces weapon familiarity.
出典 Pathfinder #124:City in the Deep 79ページ
Mordant Spire elves train with weapons that can be used underwater. An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity.
出典 Blood of Shadows 4ページ
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
Dwarves can take this trait in place of the greed and stonecunning traits. Elves, gnomes, halflings, and half-orcs can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.
出典 Heroes of the Wild 5ページ
The character sees the world more like a native of the First World. Select two of the following skills:Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge(nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character.
A dwarf can take this trait in place of hatred. An elf, gnome, or half-orc can take this trait in place of racial weapon familiarity. A half-elf can take this trait in place of multitalented. A half ling can take it in place of fearless. In the case of humans, this trait replaces the skilled trait(and the human also gains fey magic and low-light vision, as detailed in Fey Magic, above).
出典 Heroes from the Fringe 11ページ
The elves of Jinin are proficient with many of the weapons of the Dragon Empires. Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons.
This replaces weapon familiarity.
出典 Blood of Shadows 5ページ
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons(including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day(rather than the normal 1 point per ability score per day).
Dwarves, elves, gnomes, half-orcs, and halflings can take this trait in place of weapon familiarity. Half-elves can take this trait in place of elven immunities. Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.
出典 Blood of Shadows 5ページ
Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks.
Dwarves can take this trait in place of stonecunning. Drow and elves can take this trait in place of weapon familiarity. Half-elves can take this trait in place of adaptability. Half-orcs can take this trait in place of intimidating.