Seraph Racial Traits

The following racial traits are sometimes found among natives to the city.

Aasimar

Einherjar-Blooded

In the fields of the glorious, battle is the call by the light of day, but by night mead, feasting, and passion are the course of the warriors. This inevitably leads to visitors and the native Einherjar of the Realm giving rise to lineages of aasimar touched by the legacy of Valhalla. Many a foe has been surprised by the rise of those born of the Einherjar from the ashes of defeat to overwhelm and find victory.

Standard Species Traits

  • Ability Score Modifiers: Einherjri-blooded aasimars are resilient, commanding, and striking. They gain +2 Constitution and +2 Charisma.
  • Type: Einherjar-blooded aasimars are outsiders with the native subtype.
  • Size: Einherjar-blooded aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
  • Base Speed: Einherjar-blooded aasimars have a base speed of 30 feet.
  • Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Azata, Draconic, Dwarven, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Species Traits

  • Einherjar Resistance: Einherji-blooded aasimars have cold resistance 5, electricity resistance 5, and fire resistance 5.

Feat and Skill Species Traits

  • Skilled: Einherji-blooded aasimars have a +2 species bones on Bluff and Intimidate checks.

Magical Species Traits

  • Spark of Valhalla (Sp): Einherjar-blooded aasimars who fall below 0 hit points for the first time in a day are healed as a free action as per cure moderate wounds as a spell-like ability (caster level equal to the aasimar’s class level). If this ability brings them to 0 hit points or higher they also gain 1 point of temporary essence for 1 minute. This ability cannot be triggered in any other condition or used on another creature.

Senses Species Traits

  • Darkvision: Einherjar-blooded aasimars have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)

Fetchling

Fade Insight (Ex)

Fade are fetchlings native to the city and environs, and they have seen much over the span of years. Once per day, such a fetchling can roll twice when making a Knowledge (the planes) or Knowledge (history) check and take the better roll.

This racial trait replaces shadow blending.


City of 7 Seraphs by Lost Spheres Publishing
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