eliatrope

eleatrop.jpg

Eliatropes have acses to the fallowing classes (Magus, wizard, alchemist

Eliatrops appear human except for there distinguishing glowing birthmarks each Eliatrops markings are different from one another none are the same. It is said Eliatrops are descendants of dragons. All races fear and respect the Eliatrops. there race above all others are the fewest in numbers there are less then a hundred alive. this race posses a race exclusive secret. in addition all fire baced spells cast match the color of the Birthmarks. colors include only bleu, purple, white, black, green. the eliatrops live scatered amonxed the difrent viliages and cities in Amari

Outsider (native) (3 RP)
A native outsider is at least partially composed of the
essence (but not necessarily the matter) of some plane
other than the Material Plane. Some creatures start out
as some other type and become outsiders when they
attain a higher (or lower) state of spiritual existence.
When making a native outsider race, it is sometimes
important to pick a single Outer Plane that race is tied to.
For example, tief lings are tied to Abaddon, the Abyss, or
Hell. Such ties can be important for qualifying for other
racial abilities, but it’s not required that a native outsider
be tied to another plane. A native outsider race has the
followings features.
• Native outsiders have the darkvision 60

Medium (0 RP): Medium races have no bonuses or
penalties due to their size. A Medium creature has a space
of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed (0 RP): The race has a base speed of 30 feet.

Advanced (4 RP): Prerequisites: Advanced or monstrous
power level; Modifiers: Pick either mental or physical
ability scores. Members of this race gain a +2 bonus to all
of those scores, a +4 bonus to one score of the other type,
and a –2 penalty to one other ability score of the other type.
this is to be applied as fallows +2 all physical +4 int -2 wis

Light birth marks-(3 rp) This race is to be considered under the light spell constantly
this is a uncontroled efect

harder to hide (-5 rp) this race takes a -4 penalty to stealth checks

Elemental Immunity (4 RP): Prerequisite: Outsider
(native) with ties to an elemental plane; Benefit: Pick
one of the following energy types that corresponds to
the plane the race has ties to: acid (earth), cold (water),
electricity (air), or fire (fire). Members of this race are
immune to the chosen energy type. Fire

Pyromaniac (3 RP): Prerequisites: None; Benefit:
Members of this race are treated as +1 level higher when
casting spells with the fire descriptor, using granted
powers of the Fire domain, using bloodline powers
of the fire elemental bloodline, using the revelations
of the oracle’s f lame mystery, and determining the
damage of alchemist bombs that deal f ire damage. This
trait does not give members of this race early access to
level-based powers; it only affects powers that they could
already use without this trait. If a member of this race
has a Charisma score of 11 or higher, it also gains the
following spell-like abilities: 1/day—dancing lights, f lare,
prestidigitation, produce f lame. The caster level for these
spell-like abilities is equal to the user’s character level.

Elemental Weapons (6 RP): Prerequisite: Outsider (native)
with ties to an elemental plane; Benefit: Pick one of the
following energy types that corresponds to the plane the
race has ties to: acid (earth), cold (water), electricity (air), or
fire (fire). Members of this race deal 1d6 points of energy
damage of the selected type whenever they strike a foe with
a natural attack, unarmed strike, or melee weapon. Fire

Elemental Vulnerability (–2 RP): Prerequisite: Outsider
(native) with ties to an elemental plane; Weakness: Pick
one of the following energy types: acid, cold, electricity,
or fire. Members of this race have vulnerability to the
chosen energy type. They cannot posses any racial trait
that grants them resistance or immunity to this energy
type. Special: This trait can be taken multiple times. Each
time it is taken, choose a different energy type. If a race
has vulnerability to fire and immunity to cold, it gains
the cold subtype. If a race has vulnerability to cold and
immunity to fire, it gains the fire subtype. Cold

All-Around Vision (4 RP): Prerequisites: None; Benefit:
Members of this race have some way of seeing all around
them, granting them a +4 racial bonus on Perception
checks and making them immune to f lanking.
Blindsense 30 Feet (4 RP): Prerequisites: None; Benefit:
Using nonvisual senses such as acute smell or hearing,
members of this race notice things they cannot see. Members
of this race usually do not need to make Perception checks to
pinpoint the location of a creature within 30 feet, provided
they have line of effect to that creature. A creature that
members of this race cannot see still has total concealment
against individuals with blindsense, and members of this
race still have the normal miss chance when attacking
creatures that have concealment. Visibility still affects the
movement of members of this race. Members of this race
are still denied their Dexterity bonus to AC against attacks
from creatures they cannot see.

See in Darkness (4 RP): Prerequisites: None; Benefit:
Members of this race can see perfectly in darkness of any
kind, including that created by spells such as deeper darkness.

eliatrope

They came from the mist Oakprime