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Crysalin

Random Crysalin Starting Ages

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d10 years
(16 - 25 years)
+3d6 years
(18 - 33 years)
+5d6 years
(20 - 45 years)

1 This category includes barbarians, oracles, rogues, and sorcerers.
2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.

Random Crysalin Height and Weight

Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4 ft. 8 in. +2d8 in.
(4 ft. 10 in. - 6 ft)
90 lbs. +(2d12×5 lbs.)
(100 - 210 lbs.)
Female 4 ft. 5 in. +3d6 in.
(4 ft. 8 in. - 5 ft. 11 in.)
80 lbs. +(2d10×5 lbs.)(90 - 180 lbs.)

Crysalin are a race of elf-like outsiders native to a particular high-magic demiplane. While they may appear to be physically similar to half-elves, they actually have no elven or human blood.

Crysalin in your Game

The vast majority of crysalin are spellcasters, and as such have a much higher rate of their population who can travel via plane shift or similar spells. Even if the particular crysalin in question cannot cast such a spell on his own, its always possible on their world to find a person who can, and its not uncommon to find them travelling the planes, so introducing a crysalin character to a game shouldn't be too radical. Any world or setting that's part of a regular planar cosmology should be able to introduce a crysalin character without issue.

Physical Description: Crysalin usually look like half-elves at first glance, though their appearance can vary greatly. They have ears that are slightly pointed, their skin is usually fair, and they typically have a lean build. However, most stand slightly shorter than the average human, and their eyes and hair, while sometimes within normal human or elven ranges, can be of any color, from black to red, blue, purple, orange, or white. A crysalin's appearance is usually influenced by the elemental (or other) plane they have an affinity for; a crysalin with an affinity for earth may be stockier, with brown or olive skin and brown hair, for example, while a crysalin with an affinity for shadow is likely to have dark (or black) skin and hair with a lean build. Other times, though, a crysalin will have no outward indication of their planar affinity.

Crysalin live longer than humans, but reach maturity particularly quickly. They reach maturity at 15 years old and often live for 150 years.

Society: Crysalin use magic for almost every aspect of their lives, from hunting and farming, to building, travel, healing, and even for amusement. As a result, they have a tendancy to be physically weaker than other races, but as a people their mastery of magic is unsurpassed. A person's proficiency at wielding magic plays a large part in their position in their society, so anyone who lacks magical skill ends up being seen as a "lower class" citizen.

The crysalin home plane, named Crystena, seems like a small planet, but one that doesn't ever rotate; half the world is perpetually covered in darkness, while the other half is perpetually illuminated by a sun that doesn't ever move. There are what appears to be two moons that travel across the sky, which crysalin use to count the passage of days (and which also partly illuminate the half that gets no direct sunlight). This doesn't create any restrictions on alignment, but those wishing to play a crysalin with traits more suitable for coming from one side or the other can pick one from the alternate racial traits below; the default racial traits assume the crysalin comes from the twilight area between the two.

RelationsCrysalin prize magical power above all else, and so, with the exception of full-blooded elves and gnomes, they tend to look down on the other humanoid races. Once an individual has proven him or herself, however, many crysalin are very accepting, and those who travel a lot tend to give the benefit of the doubt more often than not.

Relations to Remarkable Races: While many crysalin may look down on the humanoid races, they often are much more interested in dragons, elementals, some outsiders, and other magical beings. Some may revere such creatures, while others see them as equals, though the exact reaction varies greatly depending on the particular crysalin and the creature in question.

Alignment and Religion: Crysalin come in all types, and can be of any alignment. Those who live or grew up in the half of their plane covered in darkness do have a tendancy to lean towards evil, while those on the light half tend to lean towards good, but this is not a rule, and crysalin aligned in any way can come from anywhere on their world.

Crysalin worship a variety of deities, even ones not directly associated with magic, but tend to follow a theme in line with their magical talents: a crysalin abjurer would typically worship a deity of protection or battle, while a crysalin healer would worship a deity of life, medicine, or health. Some crysalin instead worship abstract magical energies or schools, so one might find a crysalin who worships the element of Fire or the magic of Necromancy. Still some crysalin actually worship magical outsiders or dragons, though this is less common.

Adventurers: Crysalin often travel to further their magical abilities, trying to learn more about different types of magic and to gain practice in the magic they already know. During their early adulthood (usually between 15-50 years), most crysalin get a feeling of "wanderlust" when they realize just how small their home plane is, and those capable of it often travel to other planes out of simple curiosity.

Male Names: Aliohn, Broahn, Calthes, Encinal, Kyrias, Narciso, Quiray, Satinder, Seltyiel, Zuril.

Female Names: Cathryn, Cyantia, Elsia, Iandoli, Kieyanna, Lialda, Maddela, Reda, Shianna, Tamarie.

(Crysalin are an Advanced race created with 12 RP total)

Standard Racial Traits

  • Ability Score Racial Traits: Crysalin excel at intuitive magic, but their reliance on it has made them physically weak. They gain +2 Wisdom, +2 Charisma, and -2 Strength. (1 RP)
  • Size: Crysalin are Medium creatures and thus receive no bonuses or penalties due to their size. (0 RP)
  • Type: Crysalin are outsiders with the native subtype. (3  RP)
  • Base Speed: Crysalin have a base speed of 30 feet. (0 RP)
  • Languages: Crysalin begin play speaking Common. Crysalin with high Intelligence scores can choose from the following: Aquan, Auran, Draconic, Elven, Ignan, Sylvan, and Terran.  See the Linguistics skill page for more information about these languages. (0 RP)

Magical Racial Traits

Senses Racial Traits

  • Low-Light Vision: Crysalin can see twice as far as a race with normal vision in conditions of dim light. (0 RP - Exchanged with outsider darkvision)

Weakness Racial Traits

  • Light Sensitivity: Crysalin are dazzled as long as they remain in an area of bright light. (-1 RP)

Other Racial Traits

  • Elemental Affinity: Each crysalin has a connection to one of the elemental planes - air, earth, fire, or water, chosen at character creation. Crysalin sorcerers with the elemental bloodline matching their elemental affinity treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crysalin spellcasters with the elemental domain matching their affinity use their domain powers and spells at +1 caster level. (2 RP - Increased from 1 for choice)

Alternate Racial Traits

The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.

  • Artificer: Some crysalin have a natural knack for forging items. Crysalin with this racial trait gain a +1 bonus on Craft checks and Profession checks made to create items. Crysalin with this trait are also treated as proficient with any weapon they have personally crafted. This racial trait replaces crysalin magic.
  • Element-infused: Some crysalin are more attuned to elemental energies than others. A crysalin with the elemental affinity racial trait may choose the alternate racial trait below that matches their elemental affinity. This racial trait replaces spell-like ability.
    • Flare Burst (Fire): Crysalin with this racial trait can use flare burst 1/day as a spell-like ability (caster level equals the crysalin's total level).
    • Hydraulic Push (Water): Crysalin with this racial trait can use hydraulic push 1/day as a spell-like ability (caster level equals the crysalin's level).
    • Stonecunning (Earth): Crysalin with this racial trait receive a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    • Weather savvy (Air): Crysalin with this racial trait are so in tune with the air and sky they can sense the slightest change in atmospheric conditions. They can spend a full-round action to predict the weather in an area for the next 24 hours. This prediction is always accurate, but cannot account for spells or supernatural effects that might alter the forecast.
  • Elemental Focus: Not all crysalin have a natural understanding of the workings of magic, but instead focus on their elemental talents. A crysalin must have selected the element-infused alternate racial trait to select elemental focus. Crysalin with this racial trait gain Greater Elemental Affinity as a bonus feat. This racial trait replaces crysalin magic.
  • Light magic: The constant light on half the crysalin's home plane infuses some with additional magical talent. Crysalin with this racial trait can use light 2/day as a spell-like ability. This racial trait replaces spell-like ability.
  • Nature Affinity: Though uncommon, some crysalin have a connection to nature rather than one of the elemental planes. Crysalin sorcerers with the fey bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crysalin spellcasters with the the animal domain use their domain powers and spells at +1 caster level. This racial trait replaces elemental affinity.
  • Negative Affinity: Some crysalin have a connection to the negative energy plane rather than one of the elemental planes. Crysalin sorcerers with the undead bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crysalin spellcasters with the the death domain use their domain powers and spells at +1 caster level. This racial trait replaces elemental affinity.
  • Positive Affinity: Some crysalin have a connection to the positive energy plane rather than one of the elemental planes. Crysalin sorcerers with the celestial bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crysalin spellcasters with the the healing domain use their domain powers and spells at +1 caster level. This racial trait replaces elemental affinity.
  • Scholar: Some crysalin are bookworms, delving into books rather than using their magic for a trade. Crysalin with this racial trait gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. In addition, crysalin with this racial trait with high Intelligence scores can choose to begin play knowing any languages they want (except Druidic and other secret languages). This racial trait replaces crysalin magic.
  • Shadow Affinity: Some crysalin have a connection to the plane of shadow rather than one of the elemental planes. Crysalin sorcerers with the shadow bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Crysalin spellcasters with the the trickery domain use their domain powers and spells at +1 caster level. This racial trait replaces elemental affinity.
  • Shadow eyes: Some crysalin have eyes adapted to constant darkness. Crysalin with this racial trait have darkvision with a range of 60 feet and light blindness. This racial trait replaces light sensitivity and low-light vision.
  • Shadow magic: The constant darkness on half the crysalin's home plane infuses some with additional magical talent. Crysalin with this racial trait can use purify food and drink 2/day as a spell-like ability. This racial trait replaces spell-like ability.
  • Sunlight eyes: Some crysalin have eyes adapted more to constant sunlight. Crysalin with this racial trait have neither the light sensitivity nor low-light vision racial traits.

Racial Subtypes

You can combine various alternate racial traits above to create subraces or variant races, such as the following:

  • Shadow Upbringing: Crysalin raised on the half of their home covered in shadow have the shadow eyes and shadow magic racial traits, and may also have the shadow affinity racial trait.
  • Sunlight Upbringing: Crysalin raised on the constantly sunlit part of their home plane have the light magic and sunlight eyes racial traits.

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.

  • AlchemistAdd one extract formulae from the alchemist’s list to the character’s formulae book. This formulae must be at least one level below the highest formulae level the alchemist can create.
  • ArcanistGain +⅙ of a new arcanist exploit.
  • Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
  • Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
  • Druid: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power.
  • InquisitorAdd one spell known from the inquisitor spell list. This spell must be at least one level below the highest spell level the inquisitor can cast.
  • Magus: Add +1/4 to the magus's arcane pool.
  • Monk: Add +1/4 to the monk's ki pool.
  • OracleAdd one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
  • Paladin: Add a +1 bonus on concentration checks when casting paladin spells.
  • Ranger: Add DR 1/magic to the ranger's animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
  • Sorcerer: Add one spell known from the sorcerer spell list. This spell must be at least one level below the highest spell level the sorcerer can cast.
  • SummonerAdd +1/4 to the eidolon’s evolution pool.
  • Witch: Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Racial Archetypes **Coming Soon**

The following racial archetypes are available to crysalin:

Racial Feats

The following feats are available to a crysalin character who meets the prerequisites.

*Crysalin with Greater Elemental Affinity (Air) can select the following feats as if they were sylphs (they must still meet any other prerequisites):
*Crysalin with Greater Elemental Affinity (Earth) can select the following feats as if they were oreads (they must still meet any other prerequisites):
*Crysalin with Greater Elemental Affinity (Fire) can select the following feats as if they were ifrits (they must still meet any other prerequisites):
*Crysalin with Greater Elemental Affinity (Water) can select the following feats as if they were undines (they must still meet any other prerequisites):