Immortal

These mysterious beings are referred to as Immortals by other denizens of the material plane, however, in actual fact they are outsiders from a different plane of existence. The Immortals send their consciousness and control through a link between planes, controlling a mass of mana and matter on the other side while leaving their soul in their own plane. The plane of the Immortals progresses at a rate of 1 year to 1000 years in the Material plane, causing many to believe them to be ageless.

## Standard Racial Traits

* **Ability Score Racial Traits:** Immortals are unnaturally hardy due to the conditions of their home plane compared to others. As a result they gain a +2 racial bonus to Con.
* **Size:** Immortals are Medium creatures and thus receive no bonuses or penalties due to their size.
* **Type:** Immortals are Outsiders with the Hume Subtype
* **Base Speed:** Immortals have a base speed of 30 feet.
* **Languages:** Immortals begin play speaking Common. Immortals with high Intelligence scores can choose from the following: Celestial, Draconic, Galkan, Goblin, Lalafellan, Mithran, and Orc. See the Linguistics skill page for more information about these languages.

### Defense Racial Traits

* **Immunity to Undeath:** Immortals can’t become undead nor are they affected by death spells and effects. Spells and abilities that would transform immortals into an undead creature have no effect.
* **Fount of Years**: Due to the extended amount of time an immortal has to live they are resistant to the spells and effects that target their ages. Immortals gain a +2 bonus to save against a spell, spell like ability, or other feature that attempts to affect their age.

### Feat and Skill Racial Traits

* **Integrated Outsider:** Immortals gain a +1 racial bonus on Bluff, Disguise, and Diplomacy checks.
* **Long-Lived:** Immortals remember bits of their long lives. As a result, they treat all Knowledge skills as class skills.

### Other Racial Traits

* **Unaging**: Immortals suffer none of the drawbacks and gain none of the benefits of aging. An immortal will never die of natural causes. Spells and effects that cause aging affect an immortal as normal.
* **Immortality**: An immortal constant saps energy from their home plane anchoring their presence to the plane they are visiting and revitalizing their bodies. As a result they are constantly under the effects of Fast Healing 1 and do not return to their home plane when reduced to 0 HP or below.

### Weakness Racial Traits

* **Not of this Plane:** An immortal’s connection to the Material Plane can be severed and altered, causing a weakness to occur where they did not anticipate. If subject to a successful dispel check (DC 10 + their hit die + their Wisdom modifier), without any current active effects, they are knocked unconscious for a number of rounds equal to the CL of the enemy who used the dispel. Likewise, any Immortal caught in an anti-magic field or similar effect is knocked unconscious until their body leaves the vicinity of the effect. Immortals are also affected by any spells that negatively affect outsiders or summoned creatures.

## Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above.

##### Replaces Integrated Outsider

* **Background Character:** Immortals who stay away from others are more adept at blending in or hiding away rather than fitting in. Immortals with this racial trait gain a +1 racial bonus on Disguise, Knowledge (dungeoneering) and Stealth checks. This racial trait replaces Integrated Outsider.
* **Emissary:** Some immortals work to make others believe a single statement rather than improve relations. Once per day, immortals may roll twice on a single Bluff or Diplomacy check and take the better roll. This racial trait replaces Integrated Outsider.

##### Replaces Long-Lived

* **Blank Slate:** Some immortals are bereft of memories of their long lives but can accomplish great improvisations. Immortals with this racial trait can, once per day as a free action, treat any skill as though they had a number of ranks equal to half of their character levels for one skill check (minimum 1 rank). This racial trait replaces long-lived.
* **Explorer:** Many immortals are obsessed with seeing as much of the world as possible, rather than perfecting some specific talent or vocation. These immortals gain a +2 racial bonus on Acrobatics, Climb, and Swim checks and these skills are always considered class skills. This racial trait replaces long-lived.

## Age, Height and Weight

Table: Immortal Starting Ages:

 Immortal

Table: Aging Effects:

 Immortal

Table: Height and Weight:

Height
Weight
 Male
(5ft. 4in.-6ft. 10in.)
 Female
(4ft. 11in.-6ft. 5in.)
(146 - 200 lbs.)

## Racial Archetypes

The following racial archetypes are available to elvaans:

* Keeper (Astrologian; Elvaan)
* Spell Dancer (Red Mage; Elvaan)
* Treesinger (Druid; Elvaan)

## Favored Class Options

The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.

* **Archer:** Add +1/4 to the archer’s damage rolls with bows and crossbows.
* **Beastmaster:** Add +1 hit point or +1 skill rank to the beastmaster’s animal companion. If the beastmaster ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
* **Black Belt:** Gain a +1 bonus to the black belt’s CMD when resisting two combat maneuvers of the black belt’s choice.
* **Chemist:** Add +1/4 to the chemist’s damage rolls with thrown weapons.
* **Chocobo Knight:** Add +1 hit point or +1 skill rank to the chocobo knight’s mount. If the chocobo knight ever replaces his mount, the new mount gains these bonus hit points or skill ranks.
* **Dragoon:** Add +1/3 to the dragoon’s damage rolls with spears, lances, and polearms.
* **Engineer:** Add +1 hit point or +1 to one saving throw to the engineer’s automaton. If the engineer ever replaces his automaton, the new automaton gains these bonus hit points or saving throw bonuses.
* **Fencer:** Increase the total number of points in the fencer’s panache pool by 1/4.
* **Fighter:** Add +1 to the fighter’s CMD when resisting two combat maneuvers of the character’s choice.
* **Gambler:** Add +1/5 damage to the gambler’s gil toss ability.
* **Gunbreaker:** Add +1/6 of a new gunbreaker talent.
* **Gunner:** Add +1/4 point to the gunner’s grit points.
* **Knight:** Add +1/6 to gain a new knight talent.
* **Medic:** The medic gains +1/6 of a new combat medic technique.
* **Necromancer**: Add +1 hit point or +1 skill rank to the necromancer’s bone commander. If the necromancer ever replaces his bone commander, the new bone commander gains these bonus hit points or skill ranks.
* **Samurai:** Add +1/6 to the samurai’s known Bushidos.
* **Sword Saint:** Add +1 to the sword saint’s CMD when resisting two combat maneuvers of the character’s choice.
* **Thief:** The thief gains +1/6 of a new thief talent.
* **Time Mage**: Add +1/2 mote per day. (One additional mote for every two times you select this option.)