Demialvae

==Demialvae==
===Racial Traits===
The following are the base racial traits all Demialvae receive.
====Standard Racial Traits====
*Ability Scores Alvae share their elven ancestor's quick reflexes and fleet feet, but also their innate physical frailty. They get a +2 bonus to Dexterity, but a -2 penalty to Constitution. They also gain a +2 bonus to one non-Dexterity ability score chosen at character creation.
*Type Elfkin are Humanoids with the Elven, Fae, and Human subtypes.
*Size Elfkin are Medium creatures and thus have no bonuses or penalties due to their size.
*Base Speed Elfkin have a base speed of 30 ft.
*Culture Most Demialvae are Imperial, being raised in the Arcadian cities around the fae forest, but some are fortunate enough to have been raised among their Alvae kin.
*Lifespan Elfkin have long lifespans. They achieve adulthood at the age of 24.
====Defense Racial Traits====
*Elfkin Resistances Elfkin get a +4 racial bonus to saving throws vs sleep effects, and a +2 racial bonus to saving throws vs enchantment spells and effects.
====Magical Racial Traits====
*Wispcall (Sp) Demialvae can use wood wose once per day as a spell-like ability.
====Other Racial Traits====
*Wild Empathy (Ex) Alvae and their descendants are naturally adept at interacting with animals. This trait functions as the Wild Empathy Druid ability, using the Demialvae's character level as their effective druid level. If the Demialvae gains wild empathy from another source, they recieve a +2 racial bonus to wild empathy checks.
====Senses Racial Traits====
*Low-Light Vision Demialvae can see twice as far as humans in conditions of dim light.
====Weakness Racial Traits====
*Cold Iron Aversion Although they are not actually harmed by cold iron, elfkin still have an intense, guttural aversion to the metal. They cannot willingly touch, hold, or carry an item made of cold iron, and if forced to do so, they are sickened until the item is removed from their person.
*Minor Arcane Physiology Some of an elfkin's physiological processes rely on magic. While in a null-magic zone, or a Layden field of +3rd degree or higher, elfkin are sickened. In addition, for every 5 minutes spent in such conditions, they must make a Fortitude save (DC 15 plus 1 for each previous check) or take a cumulative -1 penalty to Constitution. The sickened effect and Constitution penalties are lifted after spending 1 minute in an area where magic functions normally.
Category:Races
Category:Fae Races
Category:Humanoid Creatures
Category:Elf Creatures
Category:Fae Creatures
Category:Human Creatures