Vafer

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The Vafer are a race of humanoid foxes and can be born with a number of differing traits. They are all covered in fur but fur color and pattern are unique from individual to individual. In addition some Vafer are born with multiple tails and can either have plantigrade legs similar to Humans or digitigrade legs closer resembling a fox. This level of dimorphism in a single race is odd but is also shared by their cousin race, the Amica, whom the Vafer believe share a common ancestor. Vafer are usually shorter than the average Human by about five inches and also tend to be very thin and slender, even frail at times physically.

## Vafer in Parcël

The Vafer living in the Double Plains of Parcël believe that knowledge of the past, specifically written knowledge, is the most important step in finding peace and understanding in your life. They are naturally curious and will often leave home to explore and discover more secrets that they can record before returning to Callidus to add to the collection of knowledge that the Vafer have gathered there in their Lore Vaults. In Callidus, decisions are all made by a group of the wisest among the Vafer known as the "Council of Ages" and is lead by the one known as the "Divine Heir" who is a white furred Vafer with red markings and many tails. Through a mysterious ritual, whose details are a closely guarded secret kept only among Council members, when the Divine Heir has passed away they are able to reincarnate their mind and soul into another Vafer, usually one recently born in order to give the new Divine Heir the longest life possible. The inheritor's fur turns white, the red markings appear, and they sprout one tail for each generation of Divine Heir before them. The Divine Heir's personality is slightly different every generation as the inheritor's mind and soul do not disappear, they merge with the collective minds and souls of each previous Divine Heir which is another reason they prefer the inheritor to be a newborn, so that they don't drastically influence the personality of the Divine Heir in a way that could potentially impair their ability to lead wisely.

## **Vafer Racial Traits**

* Ability Score Racial Traits: Vafer are naturally curious, likable, nimble, and intelligent but have a small and usually frail body. They gain +2 Int, +2 Cha, +2 Dex, -2 Str, and -2 Con
* Size: Vafer are Medium creatures.
* Type: Vafer are Humanoids with the Caine subtype.
* Base Speed: Vafer have a base speed of 30 feet.
* Languages: The Vafer's native language is Cainos.
* Linguist: Vafer begin play with an extra language.
* Agile: The Vafer are naturally spry and gain a +2 racial bonus to Acrobatics.
* Vafer Magic (Ex/Sp): Vafer add +1 to the DC of any saving throws against enchantment or illusion spells that they cast. Vafer with a Charisma score of 11 or higher gain the following spell-like ability:
	+ 3/day—dancing lights (caster level equals the Vafer’s level).
* Low-Light Vision: Vafer can see twice as far as humans in conditions of dim light.
* Age:
	+ Adulthood: 13 years
	+ Middle Age: 30 years
	+ Old: 45 years
	+ Venerable: 60 years
	+ Maximum Age: 80 years

### **Vafer Alternate Racial Traits**

* Affable: Many Vafer are warmly cordial and easy to converse with. A Vafer with this racial trait gain a +1 racial bonus on Bluff, Diplomacy, and Knowledge (local) skill checks. This racial trait replaces Agile.
* Eidetic: Many Vafer have an uncanny memory for visual images. The Vafer gains a +1 racial bonus on Perception and Sense Motive checks. This racial trait replaces Agile.
* Extra Nimble: There are some Vafer who find themselves less adept with magic than their brethren but compensate with greater speed. The Vafer base speed is 35 feet instead of 30. This racial trait replaces Vafer Magic.

### **Vafer Favored Class Bonuses**

* Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
* Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks to gather information.
* Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature’s attitude.
* Fighter: Add 1/3 to damage rolls the fighter makes with weapon attacks against an opponent that he is flanking or that is denied its Dexterity bonus to AC.
* Oracle: Reduce the penalty for not being proficient for one weapon by 1. When the nonproficiency penalty for a weapon becomes 0 because of this ability, the oracle is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
* Rogue: The rogue gains +1/6 of a new rogue talent.
* Shaman: Add one enchantment spell from the sorcerer/wizard spell list that isn’t on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
* Sorcerer: Add +1/4 to the DC of enchantment spells.
* Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by 1/4.
* Vigilante: Add 1/2 to the Disguise bonus provided by seamless guise.
* Wizard: Add +1/4 to the DC of illusion spells.