Core Race · House Rules
Nicdarian (The Arcane Souls)
Race Point Total: 20 RP | Power Level: Advanced
Nicdarians are a standalone race. This RP total is not additive with any other race or template.
History & Ecology
Some items are magical, others are intelligent, and yet some strive to become more. Born of magic and children of its primal power, the Nicdar are similar in many ways to the spells wielded by mortals. They look at the world as a place of pure exploration. To them, all races have their place and all cultures are fascinating. One Nicdar might spend ten years as a cobbler and another fifty as a farmer. Inevitably the spark of adventure claims them — by adventuring they can interact with several races at once, travel to distant lands, and immerse themselves in cultures they have not yet mapped.
Each Nicdar is born from a sentient magic item, which for the remainder of that Nicdar’s existence functions as its Arcane Phylactery. This most often occurs when a Wizard creates an Arcane Bonded object and carries it for years, pouring their life’s work and will into it. Upon the death of its owner, there is a chance the object crosses the threshold and becomes a Nicdarian Arcane Phylactery — a chance equal to one-half percent per caster level of the original owner. When a Nicdarian awakens, all of the magical energy contained within the item is consumed and the Nicdarian’s soul is born from it. The item, while still masterwork quality, retains no magical properties. It can be re-enchanted by others, but it will never again become intelligent — unless the Nicdarian itself is attempting to reproduce.
The color and intensity of a Nicdar’s hard-light form appears to reflect the nature of the magic that saturated the phylactery over its lifetime. Weapons tend to produce fierce warm tones — reds and deep oranges. Scholarly items such as staves and rings of working magic more often burn cold blue or pale silver-white. Nicdar who have endured long periods of dormancy or who have burned through several rejuvenations sometimes manifest in dim grays, the fire in them running low.
Physical Description
Before imprinting, a newly awakened Nicdar appears as a slowly rotating mass of swirling energy — formless, genderless, and still. The moment a corporeal humanoid enters their perception, the imprint occurs and it is permanent. The Nicdar takes on the general shape of that first figure — their height, their build, the way they carry themselves — or, if no stranger is nearby, the form of the original owner whose death gave them life. This template cannot be changed, though the details layered over it can shift.
Walking a city street, a Nicdar turns heads it cannot avoid. The body is convincing at distance — humanoid in shape, dressed in clothes, carrying weapons — but something is slightly wrong up close. The skin carries a faint luminous quality. The edges of the form trail off into wisps, especially at the hair and fingertips. The eyes glow a solid color matching the dominant energy of the form. They cannot extinguish this light entirely, only dim it to a faint ambient shimmer. Most stop trying to hide it after a while.
The phylactery is always on their person and always visible. A Nicdar wearing their phylactery at their hip or at their throat is not making a fashion choice. That item is them.
Height and Weight: As the race of the first corporeal humanoid encountered, or that of their original owner.
Society
It is rare for one Nicdar to ever meet another. They are too few and too spread across the world for any true culture to have taken root. What customs they share have been discovered independently and passed along in chance encounters — a nod of recognition between two luminous strangers in a tavern, a quiet comparison of notes before they go their separate ways.
Relations
Nicdarians are explorers of the world by nature and hold no preconceived prejudice or hatred toward any race. They arrive at each culture without the weight of old grievances and tend to be welcomed in return, if sometimes regarded with cautious curiosity.
Alignment and Religion
Nicdarians are always neutral on at least one component of their alignment. Something in their nature — perhaps the impartiality of the magic that made them, perhaps the perspective of a mind that was never young in the mortal sense — prevents them from fully committing to both axes at once. They may hold strong convictions in one direction, but the other always finds its center.
Age
Nicdarians are immortal and gain no benefit or penalty from age. They are beings of magic, not biology, and the passage of years leaves no mark on them beyond the accumulation of memory.
Adventurers
A Nicdar does not take to the road in search of gold or renown. They do it because they woke up in the middle of an enormous and baffling world with no instruction, wearing someone else’s face, and the only reasonable response is to start moving and find out what it all means.
Most newly awakened Nicdar spend their early years close to whoever their phylactery last belonged to — a merchant, a soldier, a hedge wizard who did not know what they were carrying. That person becomes their first map of the world. When that relationship ends, as it eventually always does, the Nicdar drifts. They follow curiosity more naturally than ambition, drawn to old magic and to things that have been around long enough to accumulate a history. They recognize that quality in objects the way other people recognize a familiar smell.
They fall in with adventuring companies easily and tend to stay. A group of capable people moving through the world, encountering strange things, getting into trouble — that is not so different from what a Nicdar was already doing alone, only louder and with better odds.
Racial Traits
Race Point Breakdown
Trait 1 — Type: Construct (Native) [3 RP]
Nicdarians are Constructs with the Native subtype. They are treated as Constructs for all spells, effects, and abilities that target creature type. The Native subtype means they may be returned to life by Raise Dead, Resurrection, and similar spells, provided their phylactery is intact.
Unlike standard Constructs, Nicdarians possess an active soul and do not receive the full standard Construct immunity suite. Their specific immunities and vulnerabilities are detailed individually in the traits below.
Trait 2 — Ability Scores [4 RP]
+2 Dexterity, +2 Intelligence, +2 Charisma. Nicdarians have no Constitution score. Their bodies are sustained by arcane projection rather than biology. See Trait 4 (Projected Vitality) for how hit points are determined.
Trait 3 — Senses [2 RP]
- Darkvision 60 ft.
- Low-Light Vision
Trait 4 — Projected Vitality (Ex) [2 RP]
Because a Nicdarian’s form is sustained by will and magical cognition rather than biological processes, they use their Intelligence modifier in place of their Constitution modifier when determining bonus hit points per Hit Die. A Nicdar with Intelligence 16 gains +3 HP per HD, just as a living creature with Constitution 16 would.
Trait 5 — Hard Light Form (Ex) [2 RP]
The body of a Nicdar is composed of solidified arcane energy. They gain a +2 Natural Armor bonus to AC.
Biological Needs: Nicdarians do not need to breathe, eat, or drink. They must enter a low-power trance for 8 hours per day to recharge their projection, functioning as sleep for all relevant game purposes.
Trait 6 — Arcane Construct (Ex) [2 RP]
Nicdarians count as both Outsiders and Constructs for the purpose of effects that target creature type (such as Bane weapons or a Ranger’s Favored Enemy). They gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and exhaustion.
Trait 7 — Vulnerability to Dispel Magic (Weakness) [−2 RP]
Because their bodies are sustained by active magic, targeted Dispel Magic and Antimagic Fields are particularly dangerous to a Nicdar.
- Dispel Magic: If a Nicdarian fails a saving throw against a targeted Dispel Magic, they take 1d6 points of force damage per caster level (maximum 10d6) as their projection flickers and destabilizes, and are staggered for 1 round.
- Antimagic Field: While inside an Antimagic Field, a Nicdar must succeed on a DC 15 Fortitude save each round or be suppressed — their projection collapses and their consciousness retreats into their phylactery until they are removed from the field.
Trait 8 — Phylactery Bound & Rejuvenation (Su) [2 RP]
A Nicdar’s soul resides within a specific masterwork item — their Arcane Phylactery. This item is always on their person. It is, in every meaningful sense, them.
Phylactery Rejuvenation: When a Nicdarian’s projected body is destroyed, the following sequence applies:
- The phylactery immediately suffers 1d4 damage to its Hardness (permanent until repaired by a character with the appropriate Item Creation feat).
- The Nicdarian gains a −2 cumulative penalty to all attack rolls, saving throws, skill checks, and ability checks for each day they remain dormant and unrestored.
- Each day after the first, the Nicdarian may attempt a DC 20 Will save (−1 to DC per additional day elapsed) to remanifest their body at half hit points.
- Once the phylactery is fully repaired, the Nicdarian may remanifest at full hit points without a Will save, and the cumulative penalty ends.
- Permanent Death: If the phylactery is destroyed while the soul is dormant inside it, the Nicdarian dies permanently and cannot be restored by any means.
Trait 9 — Integrated Magic (Ex) [1 RP]
Nicdarians have an innate understanding of magical items. They gain Use Magic Device as a class skill regardless of class.
Trait 10 — Gifted Linguist (Ex) [2 RP]
Nicdarians possess an insatiable curiosity about language and communication. They gain a +4 racial bonus on Linguistics checks, and they learn one additional language each time they invest a rank in the Linguistics skill.
Trait 11 — Changeling Projection (Su) [2 RP]
A Nicdar can reshape the surface details of their hard-light projection at will. This functions as Disguise Self (at will, no action required), but is a physical, tactile change — the hard light itself reshapes rather than creating an illusion. This grants a +4 racial bonus to Disguise checks when attempting to appear as a specific humanoid race.
Note: The Nicdar’s fundamental body shape — determined by their First Waking imprint — cannot be altered by this ability. Only surface details such as skin tone, hair texture, minor facial features, and clothing appearance can change.
The Arcane Phylactery
The phylactery is the Nicdar’s true self. Destroying it means destroying the Nicdarian permanently. It is never simply an item.
Acceptable phylactery types: Amulet, Ring, Wand, Staff, Weapon, or any other masterwork item approved by the DM.
Base Statistics
The phylactery retains the Hardness and hit points of the base masterwork item type (for example, a steel longsword has Hardness 10, HP 5).
Arcane Hardening
The phylactery gains +1 Hardness and +5 Hit Points for every 2 character levels the Nicdar possesses, representing the strengthening of the soul contained within.
Self-Enchanting
A Nicdarian may enchant their own phylactery as if they possessed the relevant Item Creation feat, provided they meet the character level requirements and pay the standard gold cost. This represents the Nicdar’s soul directly infusing power into the item that contains it.
Racial Feats
The following feats are available only to Nicdarian characters. They represent a Nicdar’s ability to invest magical energy and gold into reinforcing or expanding the nature of their projected form.
Integrated Force Armor (Combat, Racial)
You have learned to solidify your hard-light projection into a shell of pure force.
- Prerequisite: Nicdarian.
- Benefit: You gain a +1 Armor bonus to AC. This is a force effect and applies against incorporeal touch attacks.
- Special: You may perform an 8-hour ritual to increase this bonus by spending gold dust or reagents equal to the standard crafting cost of Bracers of Armor of the equivalent bonus. You do not need the Craft Wondrous Item feat to perform this upgrade, but you must meet the character level requirement below.
- Slot Usage: This ability occupies the Wrists magic item slot. Wearing magic bracers suppresses this racial armor bonus.
Core Reinforcement (Racial)
You channel raw magic into your form to enhance your physical or mental prowess.
- Prerequisite: Nicdarian, Character Level 3rd.
- Benefit: Choose one ability score (Str, Dex, Con, Int, Wis, or Cha). You gain a +2 Enhancement bonus to that score. This is an Enchantment bonus and does not stack with any other Enchantment bonus to the same ability score (including ability score items such as Belts of Physical Perfection or Headbands of Mental Prowess).
- Special: You may perform a 24-hour ritual to upgrade this bonus by paying the difference in gold cost for a standard Belt or Headband of equivalent enhancement. You must meet the character level requirements below.
- Slot Usage: This ability occupies the Belt slot for physical scores (Str, Dex, Con) or the Headband slot for mental scores (Int, Wis, Cha).
- Multiple Applications: This feat may be taken a second time at 6th level and a third time at 12th level, each time selecting a different ability score.
Phylactery Resonance (Racial)
Your soul vibrates in harmony with other magic items, allowing you to push beyond the normal limits of attunement.
- Prerequisite: Nicdarian, Use Magic Device 5 ranks.
- Benefit: You can attune to one additional magic item per body slot (for example, wearing two rings or two amulets simultaneously).
- Normal: A character may wear only one magic item per body slot.
Favored Class Options
The following options are available to all Nicdarian characters who select the listed class as their Favored Class. Unless otherwise noted, the bonus applies each time the favored class reward is selected.
7.6 — The Hell-Touched Template (Tiefling)
Template Cost: 9 to 11 RP (depending on Base Race vision)
Prerequisite: Any Humanoid base race with 10 RP or less.
History & Origins
In this setting, "Tiefling" describes not a separate species but a bloodline marked by planar corruption. When a mortal lineage brushes against the Lower Planes — through an ancient pact, a curse laid by a fiendish power, or a direct tie of blood — the infernal mark can surface generations later in an unsuspecting child. Hell-Touched individuals retain the general build and social standing of their birth race, but the fiendish blood announces itself unmistakably: horns that curl from the brow, a tail that betrays emotion, hooves instead of feet, skin cast in unnatural hues, or the faint and ever-present smell of brimstone.
Creating a Hell-Touched Character
Choose a Base Race (Human, Elf, Dwarf, etc.). You retain all racial traits of that base race — Ability Scores, Feats, and Skills — except where noted below. Then apply the following modifications.
1. Type (3 RP)
- Native Outsider: You gain the Outsider (Native) subtype. You are treated as an Outsider for type-dependent spells and effects — spells that specifically target Humanoids no longer affect you. You may still be raised, resurrected, or reincarnated normally.
2. Senses & Vision Discount (Variable RP)
The fiendish blood grants the ability to see in total darkness. Template cost is adjusted based on what your base race already possesses.
- Standard Cost (2 RP): Base race has Normal Vision (e.g., Human, Halfling). You gain Darkvision 60 ft.
- Discounted Cost (1 RP): Base race has Low-Light Vision (e.g., Elf, Gnome). You gain Darkvision 60 ft. The Low-Light Vision is superseded.
- Free (0 RP): Base race already has Darkvision (e.g., Dwarf, Orc). No additional benefit; template cost is reduced accordingly.
3. Defensive Traits (3 RP)
- Fiendish Resistance: You gain Cold Resistance 5, Electricity Resistance 5, and Fire Resistance 5.
4. Magic Racial Traits (1 RP)
- Fiendish SLA: You may use darkness once per day as a spell-like ability. Caster level equals your character level.
5. Skill Racial Traits (2 RP)
- Deceptive & Stealthy: You gain a +1 racial bonus on Bluff checks and a +1 racial bonus on Stealth checks.
- Design Note: Fiendish blood imparts a knack for deception and an instinct for self-concealment.
6. Ability Score Modifiers (0 RP — Standard Adjustment)
- Fiendish Stats: +2 Dexterity, +2 Intelligence, –2 Charisma. Apply these in addition to your Base Race modifiers. The Charisma penalty reflects the unsettling quality of infernal heritage that makes others instinctively uneasy.
Sample Hell-Touched Characters
The Hell-Forged (Dwarven Tiefling)
Base: Dwarf (10 RP) + Template (9 RP — Free, Darkvision base) = 19 RP
- Ancestry: A dwarf born from a clan that enslaved Devils to work their forges — the price written into the bloodline.
- Total Stats: +2 Con, +2 Wis, –2 Cha (Base) + +2 Dex, +2 Int, –2 Cha (Template) = +2 Dex, +2 Con, +2 Int, +2 Wis, –4 Cha.
- Features: Darkvision 60 ft, Stonecunning, Slow & Steady, Fiendish Resistance (Cold/Elec/Fire 5), Darkness 1/day, +1 Bluff, +1 Stealth.
- Flavor: Iron-gray skin warm to the touch, small ram horns curling from the brow, and a beard that carries a faint smell of brimstone. A formidable Fighter or Rogue chassis.
The Fey-Corrupt (Elven Tiefling)
Base: Elf (10 RP) + Template (10 RP — Discounted, Low-Light Vision base) = 20 RP
- Ancestry: An elf from a house that bargained with Demons to preserve its fading magic — paying in bloodline.
- Total Stats: +2 Dex, +2 Int, –2 Con (Base) + +2 Dex, +2 Int, –2 Cha (Template) = +4 Dex, +4 Int, –2 Con, –2 Cha.
- Features: Low-Light Vision upgrades to Darkvision 60 ft, Elven Immunities, Fiendish Resistance, Darkness 1/day, +1 Bluff, +1 Stealth.
- Flavor: Bone-pale skin, skeletal features, eyes that are pools of solid black. An exceptional Rogue or Wizard platform.
The Pit-Born (Human Tiefling)
Base: Human (10 RP) + Template (11 RP — Standard, Normal Vision base) = 21 RP
- Ancestry: A human with a direct fiendish ancestor — the classic Tiefling archetype.
- Total Stats: +2 Any (Base) + +2 Dex, +2 Int, –2 Cha (Template).
- Features: Bonus Feat, Skilled, Darkvision 60 ft, Fiendish Resistance, Darkness 1/day, +1 Bluff, +1 Stealth.
- Flavor: Passes for human at a glance, but casts a shadow that does not quite match their movement. The Dex/Int combination suits virtually any class.
Optional Rule — Variant Heritages: If your campaign uses heritage variants tied to specific fiendish bloodlines (devil-born, demon-spawn, daemon-touched, and so on), you may swap this template’s Ability Score Modifiers and Skill Bonuses for those listed in the appropriate variant. The Type (Native Outsider), Defensive Resistances, and SLA remain unchanged.
7.7 — The Heaven-Touched Template (Aasimar)
Template Cost: 13 to 15 RP (depending on Base Race vision)
Prerequisite: Any Humanoid base race with 10 RP or less.
History & Origins
Where the Lower Planes corrupt, the Upper Planes elevate. A Heaven-Touched individual carries a lineage marked by celestial contact — a blessed ancestor, an ancient compact between a mortal family and a being of pure good, a child born within a consecrated temple at the moment of a planar convergence, or simply grace that chose the bloodline for reasons no mortal fully understands. The celestial influence rarely announces itself loudly; it filters down through the generations as a quiet warmth. Heaven-Touched characters often carry subtle physical marks: hair that gleams like hammered metal, eyes that shift color in direct light, or a barely perceptible radiance that draws others close without any deliberate effort on the character’s part.
Creating a Heaven-Touched Character
Choose a Base Race. You retain all racial traits except where noted below. Then apply the following modifications.
1. Type (3 RP)
- Native Outsider: You gain the Outsider (Native) subtype. Type-dependent spells that target Humanoids no longer affect you, but you retain the ability to be raised or resurrected as normal.
2. Senses & Vision Discount (Variable RP)
Celestial blood grants the ability to pierce darkness.
- Standard Cost (2 RP): Base race has Normal Vision. You gain Darkvision 60 ft.
- Discounted Cost (1 RP): Base race has Low-Light Vision. You gain Darkvision 60 ft. The Low-Light Vision is superseded.
- Free (0 RP): Base race already has Darkvision. No additional benefit; template cost is reduced accordingly.
3. Defensive Traits (3 RP)
- Celestial Resistance: You gain Acid Resistance 5, Cold Resistance 5, and Electricity Resistance 5.
4. Magic Racial Traits (1 RP)
- Celestial SLA: You may use daylight once per day as a spell-like ability. Caster level equals your character level.
5. Skill Racial Traits (4 RP)
- Halo of Trust: You gain a +2 racial bonus on Diplomacy checks and a +2 racial bonus on Perception checks.
- Design Note: Celestials are naturally empathetic and attuned to the world around them. Both bonuses reflect that attunement.
6. Ability Score Modifiers (2 RP — Advanced Adjustment)
- Celestial Stats: +2 Wisdom, +2 Charisma. Apply these in addition to your Base Race modifiers. Unlike infernal heritage, celestial blood carries no mental or physical penalty — which is part of why this template costs 4 RP more than its fiendish counterpart.
Sample Heaven-Touched Characters
The Forge-Light (Dwarven Aasimar)
Base: Dwarf (10 RP) + Template (13 RP — Free, Darkvision base) = 23 RP
- Ancestry: A dwarf blessed by an Archon of the forge, or a line favored by a deity of craft and law.
- Total Stats: +2 Con, +2 Wis, –2 Cha (Base) + +2 Wis, +2 Cha (Template) = +2 Con, +4 Wis. The Dwarven Cha penalty cancels the template bonus, netting zero on Charisma.
- Features: Darkvision 60 ft, Stonecunning, Celestial Resistance, Daylight 1/day, +2 Diplomacy, +2 Perception.
- Flavor: Beard that glitters like spun gold wire; skin with the look of polished bronze that catches light in a dark room. A superb Cleric or Paladin of law and order.
The Star-Born (Elven Aasimar)
Base: Elf (10 RP) + Template (14 RP — Discounted, Low-Light Vision base) = 24 RP
- Ancestry: An elf descended from an Azata, or one touched by a fey celestial at the moment of birth.
- Total Stats: +2 Dex, +2 Int, –2 Con (Base) + +2 Wis, +2 Cha (Template) = +2 Dex, –2 Con, +2 Int, +2 Wis, +2 Cha.
- Features: Low-Light Vision upgrades to Darkvision 60 ft, Elven Immunities, Celestial Resistance, Daylight 1/day, +2 Diplomacy, +2 Perception.
- Flavor: Eyes that swirl like distant nebulas; a voice that sounds like a harp heard from the next room. A graceful Bard or Oracle.
The Angel-Kin (Human Aasimar)
Base: Human (10 RP) + Template (15 RP — Standard, Normal Vision base) = 25 RP
- Ancestry: A human with direct celestial heritage — the standard Aasimar archetype.
- Total Stats: +2 Any (Base) + +2 Wis, +2 Cha (Template).
- Features: Bonus Feat, Skilled, Darkvision 60 ft, Celestial Resistance, Daylight 1/day, +2 Diplomacy, +2 Perception.
- Flavor: Perfect bilateral symmetry, hair with a metallic sheen, a faint luminescent glow most visible in low light. The most flexible chassis — Wisdom and Charisma benefit every divine and social class.
Optional Rule — Variant Heritages: If your campaign uses heritage variants tied to specific celestial bloodlines (angel-touched, archon-blessed, azata-kin, and so on), you may swap this template’s Ability Score Modifiers and Skill Bonuses for those listed in the appropriate variant. The Type (Native Outsider), Defensive Resistances, and SLA remain unchanged.
5.9 — The Element-Touched Template (Genasi)
Template Cost: 11 to 13 RP (depending on Base Race vision)
Prerequisite: Any Humanoid base race with 10 RP or less.
History & Origins
The Elemental Planes are not passive backdrops — they press against the Prime Material at every seam. Where that boundary wears thin, mortal bloodlines can absorb raw elemental force over generations: at volcanic rifts, storm-lashed peaks, ocean trenches that plunge beyond light, or deep cavern networks threaded with living rock. More deliberately, unions between mortals and elemental genies seed that power into a family line where it may lie dormant for decades before erupting in a single child. An Element-Touched character carries both the gifts and the marks of one elemental heritage — fire in the veins, stone in the bones, wind in the lungs, or the deep cold of open water in the blood.
Creating an Element-Touched Character
Choose a Base Race and one Elemental Heritage (Fire, Earth, Air, or Water). You retain all racial traits of your base race except where the heritage overrides them.
1. Type (3 RP)
- Native Outsider: You gain the Outsider (Native) subtype.
2. Senses & Vision Discount (Variable RP)
- Standard Cost (2 RP): Base race has Normal Vision. You gain Darkvision 60 ft.
- Discounted Cost (1 RP): Base race has Low-Light Vision. You gain Darkvision 60 ft. The Low-Light Vision is superseded.
- Free (0 RP): Base race already has Darkvision. No additional benefit; template cost is reduced.
3. Elemental Heritage (8 RP — Choose One)
Your stats, defenses, and abilities are determined by your chosen element. All four heritage packages are priced equally at 8 RP.
Fire-Touched (Ifrit Heritage)
- Stats: +2 Dexterity, +2 Charisma.
- Defense: Fire Resistance 5.
- Magic: Burning Hands 1/day (CL equals character level).
- Skills: +1 racial bonus on Initiative; +2 racial bonus on Bluff; +2 racial bonus on Intimidate.
- Trait — Fire Affinity: When you select the Elemental (Fire) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Earth-Touched (Oread Heritage)
- Stats: +2 Strength, +2 Wisdom.
- Defense: Acid Resistance 5; +1 Natural Armor bonus to AC.
- Magic: Magic Stone 1/day (CL equals character level).
- Skills: +2 racial bonus on Perception checks.
- Trait — Earth Affinity: When you select the Elemental (Earth) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Air-Touched (Sylph Heritage)
- Stats: +2 Dexterity, +2 Intelligence.
- Defense: Electricity Resistance 5.
- Magic: Feather Fall 1/day (CL equals character level).
- Movement: Base speed increases by +5 ft.
- Skills: +2 racial bonus on Fly checks; +2 racial bonus on Perception checks.
- Trait — Air Affinity: When you select the Elemental (Air) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Water-Touched (Undine Heritage)
- Stats: +2 Dexterity, +2 Wisdom.
- Defense: Cold Resistance 5.
- Magic: Hydraulic Push 1/day (CL equals character level).
- Movement: Swim Speed 30 ft; you gain the Amphibious subtype and can breathe both water and air.
- Skills: +2 racial bonus on Perception checks.
- Trait — Water Affinity: When you select the Elemental (Water) bloodline as a Sorcerer, your effective Charisma is treated as 2 higher for that bloodline’s arcana.
Sample Element-Touched Characters
The Obsidian Dwarf (Dwarven Earth-Touched)
Base: Dwarf (10 RP) + Template (11 RP — Free, Darkvision base) = 21 RP
- Ancestry: A dwarf infused with Oread or Shaitan blood from a deep-earth lineage.
- Total Stats: +2 Con, +2 Wis, –2 Cha (Base) + +2 Str, +2 Wis (Template) = +2 Str, +2 Con, +4 Wis, –2 Cha.
- Features: Darkvision, Slow & Steady, Stonecunning, Natural Armor +1, Acid Resist 5, Magic Stone 1/day, +2 Perception.
- Flavor: Skin like polished obsidian; hair like crystalline wire that scatters light in every direction. A resilient melee or divine caster with exceptional Wisdom.
The Storm-Kin (Elven Air-Touched)
Base: Elf (10 RP) + Template (12 RP — Discounted, Low-Light Vision base) = 22 RP
- Ancestry: An elf descended from a Djinni noble, or born in the eye of a planar storm during a moment of elemental convergence.
- Total Stats: +2 Dex, +2 Int, –2 Con (Base) + +2 Dex, +2 Int (Template) = +4 Dex, +4 Int, –2 Con.
- Features: Low-Light Vision upgrades to Darkvision 60 ft, Elven Immunities, Electricity Resist 5, Feather Fall 1/day, Speed 35 ft, +2 Fly, +2 Perception, Air Affinity.
- Flavor: Hair that stirs in an unfelt wind; eyes the shifting gray of stormclouds; voice carries a faint echo as if spoken in open sky. One of the strongest arcane caster or skirmisher platforms the template family produces.
The Tide-Born (Halfling Water-Touched)
Base: Halfling (9 RP) + Template (13 RP — Standard, Normal Vision base) = 22 RP
- Ancestry: A halfling descended from a Marid, or born near a river shrine during a planar tide — small in frame, vast in depth.
- Total Stats: +2 Dex, +2 Cha, –2 Str (Base) + +2 Dex, +2 Wis (Template) = +4 Dex, +2 Wis, +2 Cha, –2 Str.
- Features: Small size, Halfling Luck, Brave, Darkvision 60 ft, Cold Resist 5, Hydraulic Push 1/day, Swim Speed 30 ft, Amphibious, +2 Perception, Water Affinity.
- Flavor: Skin with a faint blue-gray cast, cool to the touch; hair that flows as though suspended in deep water even in open air; eyes the dark, clear color of the ocean floor. The Strength penalty is more than offset by +4 Dexterity — and Swim Speed with Cold Resistance opens niche utility no other small race in the template family can match.