Races

Any race with an elemental theme is welcome, and any race without an elemental theme is not. This world is still very much in its formative years and even the Confederate Exiles have not yet managed to breed the elemental connection out of themselves. All races must therefor have a connection with one or more of the elements. Races in Prima are extremely diverse – as a young world, the various species have not had time to homogenize into standard groups (elves, dwarves, humans, etc) yet. Use of the Pathfinder Advanced Race Guide is encouraged.

Beginning characters in this campaign world can be built with 13 race points in this system, and any abilities that are elemental in nature can be taken regardless of your base creature type (for example, many elemental abilities require Outsider(native) per the book, but this requirement is waved due to the nature of the campaign).

Life Races – It has become increasingly common for children to be born with an unusual connection to the Positive Energy Plane. Many times this simply manifests as a talent with Healing, Divine Magic, Channeling, etc. But a rare few are gifted, or cursed, with a different expression of Power. Like the areas of the Positive Energy Plane that animate objects, these few are born with a natural talent for giving life to objects. As their powers develop, their bodies will begin to naturally absorb whatever objects they surround themselves with (wood, stone, metal, crystals, etc) and incorporate them into their forms. They quickly gain the Half-construct Racial trait, some elders progress to full construct when their forms are animated by their power more than their biology. A racial ability to manifest the Absorb Weapon and similar powers is not uncommon, and is trained in all members of the Royal House Automalus.

Races

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