Alfin 1
ALFIN
Alfin are famous for their ability to bind the very elements to their will. Their Towers of Elements house dozens, if not hundreds, of imprisoned elemental spirits used to power the Alfin cities. You have learned how to coerce minor elemental spirits in aiding you when you order it. You can order them to cast the acid splash cantrip in your stead as an innate primal spell at will, except the spell has only verbal components and deals the type of damage of your choice-acid, cold, electricity, or fire- instead of acid damage; the spell gains the trait appropriate to its damage instead of the acid trait. A cantrip is heightened to a spell level equal to half your level rounded up.
#### ALFIN-GAAR WEAPON TRAINING
Alfin 1
ALFIN
ALFIN-GAAR
Your people are known as ruthless corsairs and pirates and you have trained to fight in their ways. You are trained with scimitars, hand crossbows, and pistols. These weapons are considered Alfin weapons for you.
#### ALFIN LORE
Alfin 1
ALFIN
You’ve studied in traditional Alfin arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice. You also become trained in Alfin Lore.
#### ALFIN RESILIENCE
Alfin 1
ALFIN
You have lived your entire life with the excruciating pains of the Curse of Umbra. Lesser numbing effects mean nothing to you. You gain a +1 circumstance bonus to saves against effects that would impose the immobilized, paralyzed, or slowed conditions. When you would be immobilized, paralyzed, or slowed for at least 2 rounds, reduce that duration by 1 round.
#### ALFIN WEAPON FAMILIARITY
Alfin 1
ALFIN
You favor bows and other elegant weapons. You are trained with longbows, composite longbows, longswords, rapiers, shortbows, and composite shortbows.
In addition, you gain access to all uncommon alfin weapons. For the purpose of determining your proficiency, martial alfin weapons are simple weapons and advanced alfin weapons are martial weapons.
#### ELIMRIAN EDUCATION
Alfin 1
ALFIN
STARKH-ALFIN
House Elimris is renown for its education and you have studied with some of their best teachers. You gain training in any two Craft or Lore skills of your choice. When rolling for these skills you can never get a result worse than a failure.
#### ELIMRIAN WEAPONRY
Alfin 1
ALFIN
STARKH-ALFIN
While mostly scholarly in nature, followers of Elimris do study the arts of War just as any other Alfin, and you are no exception. You are trained with the Arming Sword and the Starknife. These weapons are considered Alfin weapons for you.
#### FORLORN
Alfin 1
ALFIN
Living with the constant nudge of the Curse of Umbra fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.
#### KHAR-ALFIN TRAINING
Alfin 1
ALFIN
KHAR-ALFIN
You are trained for battle and war regardless of the path you choose to follow on your own. You are trained in light Armor. You are also trained in all Simple Weapons as well as the Longsword, the shortsword, the Greatsword, and the Rapier. These weapons are considered alfin weapons for you.
#### NIMBLE ALFIN
Alfin 1
ALFIN
Your muscles are tightly honed. Your Speed increases by 5 feet.
#### OBSIDIAN WEAPONRY
Alfin 1
ALFIN
DHOK-ALFIN
Dhok-Alfen Swordmasters are often found using large-bladed weapons made out of obsidian. You have trained to fight in their style. You are trained with Mercurial Longswords and mercurial Greatswords. These weapons are considered Alfin weapons for you.
#### SYLVARFIN WEAPON TRAINING
Alfin 1
ALFIN
SYLVARFIN
Your People are trained to fight with spears instead of swords. You are trained with Spears, Warspears, Lances, Longspears, and Tridents. These weapons are considered Alfin weapons for you.
#### UMBRAL MAGIC
Alfin 1
ALFIN
Your peple come from the mythical Umbra, a place of magic and wonders. Your blood allows you to manifest that power as a simple spell, even if you aren’t formally trained in magic. Choose one cantrip from the Occult spell list. You can cast this cantrip as an Occult innate spell at will. A cantrip is heightened to a spell level equal to half your level rounded up.
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Alfin 5
ALFIN
Your senses let you react rapidly. You gain a +2 circumstance bonus to Perception checks made as initiative rolls. Additionally, if your initiative roll result is tied with that of an opponent, you go first, regardless of whether you rolled Perception or not.
#### ALFIN WEAPON ELEGANCE
Alfin 5
ALFIN
You are attuned to the weapons of your ancestors and are particularly deadly when using them. Whenever you critically hit using an alfin weapon or one of the weapons listed in Alfin Weapon Familiarity, you apply the weapon’s critical specialization effect.
#### DIRE REPUTATION
Alfin 5
ALFIN
DHOK-ALFIN
Your people's reputation is such that your mere presence is enough to send others into fits of rage or terror strong enough to cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you. If you have master proficiency in Intimidation, the damage increases to 2d4, and if you have legendary proficiency, the damage increases to 3d4.
#### ELIMRIAN EXPERTISE
Alfin 5
ALFIN
STARKH-ALFIN
House Elimris is famous for its use of "memory crystals" giving you access to skills and knowledge you never trully learned yourself. When choosing a skill for your memory crystal during your daily preparation, you become an expert in that skill instead of merely trained. You still cannot use this skill as a prerequisite for a character option such as a feat.
#### MILITARY ADVANTAGE
Alfin 5
ALFIN
KHAR-ALFIN
Your long martial drills has made war second nature to you. When you attack a Blinded, deafened, flat-footed, or sickened target you cause +2 damage with weapons you are trained in their use. This damage increases to +4 if you are an Expert in the weapon, +6 for a Master, and +8 for Legendary.
#### PERFECT STRIKE
Alfin 5
ALFIN
KHAR-ALFIN
Your training in combat takes on an almost magical element.You can cast 1st-level True Strike as an occult innate spell once per day.
#### SHADOWSTEP
Alfin 5
ALFIN
SYLVARFIN
Your connection to the Places-That-Cannot-Be is so strong that you can literally move through shadows. Once per day, as part of your movement you can walk into a shadow and reappear through a different shadow within your speed distance away. You do not need to have line of sight to the shadow you come through but both shadows must be large enough that you could fit through them if they were a physical opening. The GM determines which shadows are suitable.
#### SUPERNATURAL CHARM
Alfin 5
ALFIN
The ambisexual nature of your ancestry manifests as a force you can use to become more appealing or alluring. You can cast 1st-level charm as an Occult innate spell once per day.
#### SYLVARFIN STEALTH {1A}
Alfin 5
ALFIN
SYLVARFIN
Expert in Stealth.
You are within Dim Light or Darkness in an environment you can use to take cover.
You are skilled at quickly hiding where others would not be able to. You Take Cover using your Sylvarfin ability and then use that cover to Hide. You only remain hidden in this way while in shadows or darkness.
#### WILDBORN ADEPT
Alfin 5
ALFIN
Wildborn Magic.
The whispers of the Umbra and the wild places of the world grant you more diverse access to simple primal magic. You can cast dancing lights, disrupt undead, and tanglefoot as innate primal spells at will. If you chose one of those spells with Wildborn Magic, you can select a new spell for Wildborn Magic.
###### 9TH LEVEL #### ALFIN STEP {1A}
Alfin 9
ALFIN
You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.
#### ARCANE TORRENT
Alfin 9
ALFIN
STARKH-ALFIN
Spellcasting Class Feature.
You cast a spell other than a cantrip, that targets a single creature and causes acid,cold,electricity, or fire damage.
Your mastery of magic allows you to use latent energies left from the spell to damage those near your target. The spell gains a splash area of 5 feet adjacent to the target, causing damage of the spell's type equal to the spell's Level. So, Acid Arrow cast at 2nd level for example would also cause 2 acid splash damage to everyone within 5 feet of the initial target.
#### MASTER OF ARMS
Alfin 9
ALFIN
KHAR-ALFIN
Military Advantage.
Your training and fighting ability is such that your weapons become an extension of yourself. Against targets of your Military Advantage, you also get a +1 circumstance bonus to your AC and saving throws,
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### Artwork/Credit
**Cover Art**: *Melkor* by **NeexSethe** ***https://www.deviantart.com/neexsethe***
**Inner Art**: *Saber* Alter by **Daniel Kamarudin** ***https://www.artstation.com/danielkamarudin***
***Special thanks to Apostol Apostolov who created the template used in this Document. V.1.04 24th of January 2020***
\pagebreakNum
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