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Marigu.goke00
2014-06-05, 03:08 PM
Tattoo Elves are natives of The Far Isle, known to them as Core. They are an alien people with strange customs, and savage mindsets. The world may not know it, but on they live on the edge of reality, and keep the other planes at bay with their eldritch magics.

Personality: Despite their dangerous lives, the elves of The Far Isle are an easy going people, happy to share their good fortunes, and shouldering others' burdens. Despite their love for aesthetics, they have no purpose for art that has no other function. This can most often be seen in the magic tattoos, scrolls scribed into their flesh. In combat, they are quick to choose the side they feel is correct. When they feel as though neither side is in the right, they happily mediate the disagreement, preferably with as little bloodshed as possible. A crossed Tattoo Elf, however, is not inclined to forgive his target of enmity. Living on an edge of reality, the elves have learned a special hatred for outsiders who would do The Prime harm.

Physical Appearance: Tattoo Elves, like all elves, are slightly taller than humans, standing at about 6'3”, with males and females being about the same height. Females are slightly lighter than males. Their skin is ranges from season to season, pale during the rainy months of winter, and tanning easily in the sun's rays. Corian eyes have a vast range of colors, but all have on thing in common; they are vivid in color, and deep in shade. Green eyed elves are commonly described as having emerald or forest eyes, and blue eyed islers have sapphire or ocean eyes, never “just” green or blue. The Corians have held on to their tribal traditions, and their most noticeable feature is their tattoos, which, while largely ritual in purpose, can also serve as magical repositories. Some elves even engage in ritual scarring, leaving designs on their flesh. In addition to their permanent or magical tattoos, the elves also use temporary paint to put religious designs on their faces and arms, changing them daily. Other body decorations vary from elf to elf, but multi-hued hair, hair ornaments are common, and things like piercings and filed teeth are far from uncommon.

Tattoo Elf Lands: The Corians are native to a single place: The Far Isle. The Far Isle, known as Core to the elves, is on an edge of reality. It is a place where the dreams of gods and monsters are made flesh, and nothing else matters. The Corian elders constantly struggle to keep reality from folding in on itself, and the tribal warriors never stop skirmishing with the raging hordes from beyond the prime. Fortunately, the Tattoo Elves have been quick to ally with the good outsiders and helpful neutral ones that have managed to leak out.

Religion: The natives of The Far Isle revere the tribal deities, often painting their faces in their guise, and honoring them through various deeds. Their primary deity is The Warrior, who gives them strength where nothing else matters.

Language: Corians speak a unique dialect of elvish and druidic, but in recent years common has become widespread. They have historically learned the planar languages, coming to contact with outsiders as often as they do.

Names: Corian names are unisex, commonly animal names, and only one name is given, with a single title attached at birth to identify their most successful parent. Throughout their lives, a tattoo elf gains “middle names” based on their achievements. While a successful individual may have twenty or more names, they most commonly go by their first name followed by their greatest achievement, which is followed itself by the parental name. In a casual setting, most elves go by either their first or greatest middle name, though those that have known them for some time may go by a previous title.

Example Names: Scarab Deadvoice Wolfborn, Lynx Travelerfavored Lionspride, Crane Kinslayer Lynxkit,

Adventurers: Corians rarely leave their island home without cause. The majority of the time, they are investigating a disturbance on one of the other continents. Because of this, as a people, their adventurers are some of the few that have seen every known continent in person. Very few adventurers leave because of wanderlust, or the desire for gold or glory; their blood knows they have a duty at home. Very rarely, a tattoo elf is cast away for some great transgression, with their titles stripped, and their crime tattooed onto their arm permanently, in the form of their new- and only- title. “Common” titles are Kinslayer (for murderers) Demonlover (for consorting with any destructive outsider, not just demons), and Godspurn (for demon worshippers).

Racial Traits

• +2 Wisdom, +2 Dexterity, -2 Constitution, -2 Charisma.

The Corians are lithe, and their instincts strong, but their frames are slight, and, despite their friendliness, their ornamentation is alien to most.

• Favored Class: First spell casting class.

The vast majority of Tattoo elves take some sort of casting training, often focusing on one school of magic or another.

• Medium Sized

Corians take no penalty, nor do they gain any benefits by virtue of their size.

• 30' Land speed

• Immunity to magical sleep

Like other elves, those of The Far Isle do not truly sleep, but instead trance to rest. Chemical sleep, such as that caused by Drow Poison, still affect a Tattoo Elf normally.

• Automatic Search check when coming within 5' of a magically concealed door, or a planar portal whether it is open or not, or if a calling spell is cast within 50'. This is a search check vs. 10 + the spell level of the spell plus the casters primary casting ability modifier. In addition, A Tattoo Elf always knows when there is a dimensional anchor in place. This replaces the standard elves’ ability to sense hidden doors.

The Corian Elves live on a place where planar disruptions are common, and their survival often depends on identifying these.

• Improved Low-light vision (x4 in poor lighting)

Tattoo elves often go on night hunts, using their superior vision to track prey. This replaces the standard elves’ low-light vision

• Gains Weapon Group Proficiency (Tattoo Elf) as a bonus feat. The Tattoo Elf weapon group consists of Scimitars, Great Scimitars, Iuaks, Ribbon Weaves (and, consequently, clubs), Lajatangs, Javelins, Boomerangs, Hunting Boomerangs, Tri-blades, Blowguns, and Shortbows. This replaces the standard elves’ proficiencies with Longswords, Rapiers, and Longbows.

All Tattoo Elves are taught from a young age how to use their ancestral weapons.

• +2 to hit Outsiders, +2 Dodge AC vs. Outsiders, and +2 when making saving throws vs. Outsiders. This replaces the standard elves’ +2 bonus against enchantments.

Corians are constantly at odds with outsiders, and have extensive training to fight them, dodge them, and resist their spells.

• Gains Scribe Tattoo (magic) as a bonus feat. This spell behaves in exactly like Scribe Scroll, except for the end product being a magical tattoo that behaves like a psionic tattoo, except that it can be of any level, and the number of tattoos on any one being is five, regardless of size.

• Visages (Su): The Tattoo elves’ penchant for body art has caused them to develop magic, even in their temporary modifications. Once per day, in the morning, a Tattoo Elf may choose to manifest a single major visage, and two minor visages.

The Warrior (Major): Manifests as a full helm. Grants the wearer a +1 divine bonus to hit and to damage.

The Traveler (Major): Manifests as a road. Grants the wearer a +1 divine bonus to AC.

The Steed (Major): Manifests as a horseshoe. Grants the wearer a +10 divine bonus to movement speed.

The Mother (Major): Manifests as a cross. Once per day, the wearer may heal 10 damage that has been deal to her. She may do this at any time, even on another’s turn, or if they would be dead. If this heals the Corain sufficiently so as to not be dead, but not be above 0, they are unconscious, but stable.

The Serpent (Major): Manifests as a snake’s head. Three times per day, the wearer may grant an attack poison. This poison is injury based. This poison may deal 1d6 Str/1d6 Str, OR 1d4 Dex/1d4 Dex, OR 1d2 Con/1d2 Con. The save DC for this poison is (10+1/2 character level+Constitution Modifier)

The Hare (Major): Manifests as two lines on either cheek. Once per day, you may, before any effect has been declared or damage rolled, choose to avoid all damage and effects of any attack or spell.

The Wolf (Major): Manifests as a wolf head. Whenever you and an ally flank a foe, you both gain +4 to hit, instead of the normal +2. If you are flanking a third party with an enemy, only you gain the +4.

The Ox (Major): Manifests as ox horns and a nose ring. The wearer is treated as having both the Endurance and Diehard feats. If the wearer has one or both of these feats, he gains the benefits of Improved Toughness for each he already possesses. (These stack with each other, and with the Improved Toughness feat)

The Hunter (Major): Manifests as a double bow insignia on the wearer's shoulder. You are treated as having the Scent ability and the Track feat. For each of these you already possess, you gain a cumulative +3 divine bonus to Survival

The Maw (Major): Manifests as a black mouth filled with teeth. At will, you may enter a state similar to rage, gaining +2 divine bonus to Strength and Constitution, but not taking a penalty to AC, and are still capable of concentrating. These bonuses stack with Barbarian Rage. Each round spent in this state deals 1 damage plus 1 damage for each round that the wearer as been in this state (1 on the first round, 2 on the second, and so on). This is cumulative throughout the day, and does not reset when you leave this state. Leaving this state causes no ill effects, other than the loss of the hit points gained by the Constitution bonus.

The Oracle (Major): Manifests as a third eye on the wearer's forehead. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Divination spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

The Destroyer (Major): Manifests as a conflagration. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Evocation spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

The Craftsman (Major): Manifests as an anvil across the wearers eyes. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Transmutation spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

The Shield (Major): Manifests as a shield. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Abjuration spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

Totemic Mask (Major): The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Conjuration spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

The Star (Major) Manifests as a pentacle. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Enchantment spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

The Glamer (Major): Manifests as a distorted version of the wearers own face. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Illusion spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

Deathmask (Major): Manifests as a skull. The wearer gains +1 CL for the purpose of caster level checks, and level dependent variables, and +1 to saving throw DCs for Necromancy spells. The wearer also takes a -1 penalty to CL for the purpose of caster level checks, and level dependent variables, and a -1 penalty to saving throw DCs for any spell of any other school, other than Universal spells.

Bullwhip (Minor): Manifests as a bullwhip wrapped around the wearer's arm. Grants a +1 divine bonus to all Ride, Handle Animal and Wild Empathy checks.

Spider (Minor): Manifests as a spiderweb design on the wearer's arm. Grants a +1 divine bonus to all Jump, Climb, and Balance checks.

Thief (Minor): Manifests as a dagger on the wearer's hand. Grants a +1 divine bonus to all Hide, Move Silently, and Sleight of Hand checks.

Scholar (Minor): Manifests as a book on the back of the wearer's hand. Grants a +1 Divine bonus to any three knowledge skills, chosen when this visage is manifested.

Hammer (Minor): Manifests as a hammer, head on the wearer's hand, and handle on the arm. Grants a +1 divine bonus to any three Craft skills, chosen when this visage is manifested.

Harlequin (Minor): Manifests as a drama mask, half comedy and half tragedy, on the wearer's hand. Grants a wearer a +1 divine bonus to Bluff, Perform, and Diplomacy checks.

Acrobat (Minor): Manifests as a braided rope around the wearer’s arm. Grants a +1 divine bonus to Tumble, Use Rope and Escape Artist checks.

Watcher (Minor): Manifests as a bull’s eye on the wearer’s shoulder. Grants a +1 bonus to Listen, Spot, and Search checks.

Engineer (Minor): Manifests as an armband containing small tools. Grants a +1 bonus Magical/Psionic Device, Disable Device, and Open Lock

Marigu.goke00
2014-06-06, 02:13 PM
If folks could lead feedback and the like, it'd be spectacular!