The Elves of the Grey Wastes
Grey Elves also know as: The Longwalkers, Holy Ones.
Grey Elves receive the following bonuses and penalties:
Grey Elves receive the following bonuses and penalties:
- +2 Intelligence, +2 Charisma, -2 Wisdom, -2 Strength. Grey Elves have an inherent curiosity of the world around them and often make extensive investigations of trivial matters. Their rarity and holy status also makes them the center of attention wherever they go. They care little for proverbs, old wives tales or legends preferring facts and what they can see with their own eyes. their constant travels have given them lithe and slender forms.
- Grey Elf base land speed is 30 feet.
- Tremorsense 30ft.
- Immunity to magic sleep effects.
- Darkvision up to 120 ft.
- Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for any simple or martial reach melee weapon as bonus feats.
- Automatic Languages: Elven, High/Lower Ashen. Bonus Languages: Draconic, Celestial, Infernal, Abyssal, Syvan.
- Favored Class: Witch. When a Grey elf takes a level of witch or a level of any class that advances his witch casting abilities he receives 1 extra skill point that level.
The Dhampir.
Dhampir also know as: Dunpeal, Night Children.
Dhampir receive the following bonuses and penalties:
Dhampir receive the following bonuses and penalties:
- +4 Charisma, +2 Dexterity, -4 Constitution, -2 Strength. Dhampir are Attractive and quick but their undead heritage severely weakens their mortal forms.
- Dhampir base land speed is 40 feet.
- Undead Resistance: Dhampir gain a +2 racial bonus on saving throws against disease, mind-affecting effects, and attacks dealing ability damage or ability drain. A Dhampir cannot perish from Negative level damage or Constitution damage. If a Dhampir should acquire Negative Levels equal to their accumulated levels, or they have a Constitution score of 0, they fall unconscious until the damage can be healed. The One exception to this rule is that they can become Vampires and thus 'die' from a Vampire's Blood Drain ability.
- Light Sensitivity: Dhampirs are dazzled in sunlight or within the radius of a Daylight spell.
- Positive Energy Resistance: Dhampir receive only half the amount of healing from a positive energy spell as a normal person would. Thus 8 points of healing would result in a Dhampir healing 4 points.
- Dhampir are under a constant Detect Undead Effect.
- Slam (Ex): Dhampir gain a Slam as a Natural Attack. This attack can be used in place of any attack by a weapon but not in addition to. Ie instead of a swing from a sword the Dhampir can use their slam. The Slam attack gets the Dhampir's Base attack Bonus plus Strength Bonus and does 1 Constitution Drain, should the victim not make a Fortitude saving throw. Saving throw DC equals (10 + ½ Hit Die + Dhampir's Cha Modifier). For every point of Constitution Damage delivered via its slam attack a Dhampir heals 5 points of damage, but they cannot exceed their total allowable hit points in this manner.
- Darkvision up to 120 ft.
- Bluff, Diplomacy, Intimidate, and Sense Motive are always in-class skills for Dhampir.
- Automatic Languages: High/Lower Ashen, Necropolitan. Bonus Languages: Any (other than secret languages, such as Druidic)..
- Favored Class: Sorcerer. When a Dhampir takes a level of Sorcerer or a level of any class that advances his Sorcerer casting abilities he receives 1 extra skill point that level.