Mixed Blooded

The roots of life will always find soil, no matter how thick the stone.

 

Children of Crossing Paths


  The world of Ior is not cleanly divided.
  Gods walked openly once. Elementals fused with kings. The Sidhe step between veils when it suits them. Mortals wander into places they should not, and sometimes they return changed, or carrying something that will be.
  Some are born of love. Others by curiosity, accident or unknowable design.
 

Half-Elves of Ior


  Half-elves are most commonly born of unions between humans and either the Hartkin or the Veylori. Such unions are not rare, particularly in cities and trade settlements. They are generally accepted among both peoples, though never entirely identify with either.
  All half-elves may experience the Rut, though it manifests more variably than in full-blooded elves.
 

Hartkin Half-Elves


  The children of Hartkin and humans often appear tall and long-limbed, though more proportionate than their elven kin. They will often have slightly pointed ears, sharper canines, an unusually steady gaze, and small antlers. Although, not all half-elves can grow antlers and some will, inevitably, take more after one parent or the other.
  Hartkin half-elves often experience a milder Rut. They will likely experience heightened irritability, vivid dreams of hunting, craving rare meat, and increased physical restlessness. Most retain full control, though some report a disquieting sense of something watching them.
 

Veylori Half-Elves


  Children of Deep Elves and humans are often more subtle in appearance. Often they have unusually pale skin, reflective or iridescent eyes, delicate facial features, and small horns.
  Their temperament often mirrors the Veylori: introspective, measured, slow to speak. The Rut in Veylori half-elves often manifests as insomnia, obsessive focus, recurring ancestral visions, and emotional withdrawal rather than aggression.
  They often struggle most with belonging; too warm for the Deep Elves, too distant for humans.
 

First One Half-Breeds


  Children of the First Ones and other peoples are exceedingly rare. When they do occur, they often carry more visible marks with pronounced canines, branching horns, heightened physical strength, and unsettling stillness.
  Such children are often hidden, exiled, or claimed by their Primal kin depending on circumstance. Some tribes view them as diluted while others see a means of reaching the world beyond the wilds.
 

Sidhe-Touched


  The Sidhe do not breed accidentally. When a child of mixed Sidhe blood is born, it is often because it was intended.
  They are sometimes left behind deliberately. Other times they are taken, raised in hidden courts and returned years later, altered, incomplete, or changed in ways that cannot be named. Common signs that a child is Sidhe-touched are eyes that shift colors, odd aversions to salt or iron, unnatural beauty, and oddly silent steps.
  Many Sidhe-touched learn early to hide what they are. Sidhe are not universally trusted and a child of their unions may be viewed as a spy, a bargaining chip, or a plan waiting to be hatched.
  Some Sidhe-touched never know their heritage. Others are painfully aware that they were born for someone else’s purpose.
 

Elemental-Touched


  Elemental-touched children are rare but not unheard of. They may be born when a pregnant woman endures powerful elemental forces, a mage performs an intentional ritual, or when a storm, quake, or eruption occurs in conjunction with other powers. These children rarely know their elemental progenitor, if one even exists as a being.
  The elemental touched children will often show physical signs of the element of their making. Earth-touched may have mineral flecks in their skin or posses an unusual density. Fire-touched may have perpetually warm skin or ember-like eyes.
  They may exhibit limited control over their element, often instinctive rather than trained. Some are stable. Others are volatile.
  Mages sometimes attempt to create such children intentionally, though success is unpredictable, and survival is not guaranteed.

Hartkin Half-Elf

Half-elf (Hartkin heritage) Medium Humanoid (Human, Elf)
  Ability Scores: +2 to one ability score of your choice Type: Humanoid (Human, Elf) Size: Medium Base Speed: 30 ft. Languages: Common, Elven; +1 bonus language
  Defensive Abilities
  Low-Light Vision
  Elven Immunities: Immune to magic sleep effects; +2 racial bonus on saving throws vs. enchantment spells/effects.
  Adaptability: Skill Focus as a bonus feat at 1st level.
  Keen Senses: +2 racial bonus on Perception checks.
  Offensive/Utility Traits
  Elf Blood: Counts as both elf and human for any effect related to race.
  Multitalented: Choose two favored classes at 1st level; when you take levels in either, gain +1 HP or +1 skill point (player’s choice).
  Hartkin Flavor Trait (optional): Choose one at character creation:
  Unsettling Gaze: +2 racial bonus on Sense Motive but –2 on Disguise checks.
  Territorial Pulse: +2 racial bonus on Initiative or Survival checks when in natural wilderness.
 

Veylori Half-Elf

Half-elf (Deep Elven/Veylori heritage) Medium Humanoid (Human, Elf)
  Ability Scores: +2 to one ability score of your choice Type: Humanoid (Human, Elf) Size: Medium Base Speed: 30 ft. Languages: Common, Elven; +1 bonus language Defensive Abilities
  Low-Light Vision
  Elven Immunities
  Adaptability
  Keen Senses
  Veylori Flavor Trait (optional): Choose one at character creation:
  Lore-Bound: +2 racial bonus on Knowledge (history) and Spellcraft.
  Slow Whisper: +2 racial bonus on saving throws vs. fear and charm effects.
 

First-One (Primal) Half-Elf

Rare Half-elf (Primal/First Ones heritage) Medium Humanoid (Human, Elf)
  Ability Scores: +2 Constitution, +2 Strength, –2 Charisma Type: Humanoid (Human, Elf) Size: Medium Base Speed: 30 ft. Languages: Common, Elven (optional +1 bonus language
  Defensive Abilities
  Low-Light Vision
  Light Sensitivity: –1 penalty in bright daylight
  Hardy: +2 racial bonus on Fortitude saves
  Offensive/Utility Traits
  Warrior’s Bite: Natural bite attack (1d6)
  Scent: Detects hidden and invisible creatures by scent within 15 ft.
  Unsettling Presence: +2 racial bonus on Intimidate
  Primal Heritage Trait (optional): Choose one:
  Hunted Reflexes: +2 racial bonus to Initiative but –2 to Diplomacy.
  Blood Drive: +1 racial bonus on attack rolls only when wounded.
 

Sidhe-Touched (Fae-Touched Ancestry)

Sidhe-Touched (Mixed) Medium Humanoid (Fey, plus other heritage)
  Ability Scores: +2 Charisma, +2 Dexterity, –2 Constitution Type: Humanoid (Fey lineage + primary heritage) Size: Medium Base Speed: 30 ft. Languages: Common plus one bonus language
  Defensive Abilities
  Low-Light Vision
  Fey Ancestry: +2 racial bonus on saves vs. enchantments and illusions; immune to magic sleep.
  Offensive/Utility Traits
  Glamour Whisper: Once per day, as a standard action, can cast charm person (caster level = character level).
  Hidden Features: +2 racial bonus on Disguise and Bluff checks to conceal supernatural traits.
  Sidhe Legacy Trait (optional): Choose one:
  Iron Aversion: –2 penalty on attack rolls and Str/Dex checks when in direct contact with iron.
  Forest-borne: +2 racial bonus on Stealth checks in natural terrain.
 

Elemental-Touched

Elemental-Touched (Occult/Mystic Mixed Ancestry) Medium Humanoid (Elemental heritage + primary lineage)
  Ability Scores: +2 to associated element’s primary stat (Dex for Air, Con for Earth/Fire, Wis for Water), +2 Charisma, –2 Intelligence Type: Humanoid (Elemental lineage + primary heritage) Size: Medium Base Speed: 30 ft. Languages: Common; +1 bonus language
  Defensive Abilities
  Elemental Affinity: Resistance 2 to chosen element (Fire, Cold, Acid, Electricity)
  Low-Light Vision
  Offensive/Utility Traits
  Elemental Gift: Once per day, may use produce flame (Fire), gust of wind (Air), shape water (Water), or stone shape minor (Earth) as a spell-like ability (caster level = character level).
  Instinctive Control: +2 racial bonus on checks involving element specialty (Balance/Acrobatics for Air, Swim/Athletics for Water, Survival/Perception for Earth, Intimidate for Fire).
  Elemental Burden (optional): Choose one:
  Volatile Core: +1 racial bonus to attack and damage with elemental energy; –1 penalty to Will saves.
  Still Waters: +2 racial bonus on saves vs. fear and compulsion; –2 Str.

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