Kind of on Fire
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  • About
  • Home
  • Play
    • Small Moments
    • Mage's Guild
    • Almira RPG Playtest >
      • Traits >
        • Conjuration Schooling | Academics
    • Pathfinder 1E >
      • General Options >
        • Equipment >
          • Ash Runners
          • Element-Forged Weapons
          • Gardeskiffs
          • Spirit Jade
        • Feats and Traits >
          • Deific Boons
          • Demeanor Feats
          • Order Unit Feats
          • Tengu Cult Boons
        • Feature Archetypes
        • Familiars & Companions >
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          • Jadengarde Hound
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        • Ezymir
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        • Idala
        • Jichi
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        • Luminate
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        • Rukelle
        • Shifuni
        • Tebani
        • Vaellu
        • Viero
        • Wageni
        • Waxborn
      • Class Options >
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          • Orders >
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            • Disease Domain
            • Prophecy Domain
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          • Subdomains >
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            • Preparation Subdomain
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        • Gunslinger >
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          • Cobra Khan
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        • Inquisitor >
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            • Iron Legionnaire
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        • Paladin >
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      • The Jadengarde
      • The Afterlife
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      • The Human Tribes
    • Locations >
      • Blackship
      • Genamott
      • Harjess
      • House of Herons
      • Kugona
      • Motogama
      • Oduma
      • Persistence
      • Scarpatch and Osislav
    • Pantheon >
      • Adrigor
      • Agrigarian
      • Alquatl
      • Arneas
      • Athgani
      • Azar
      • Birala
      • Cayto
      • Chiabali
      • Chriuk
      • Damini
      • Delnach
      • Dijabo
      • Elendra
      • Elric
      • Evicianna
      • Frumhovin
      • Haygi
      • Hinemoa
      • Hyalus
      • Iminicron
      • Involdr
      • Jericho
      • Jhana
      • Jun Almaya
      • Kelsidruun
      • Kyaal
      • Mama Iji
      • Marco Von
      • Matsura
      • Oglahain
      • Old White Wing
      • Rajima
      • Rigma
      • Sgurn
      • Silwyr
      • Sondiq
      • Taíocht
      • Talia
      • Thelmourga
      • Therou
      • Tongvaidu
      • Walaiku
      • Wendo Spirits
      • Yatsuo
  • Read
  • About
Kind of on Fire

Vaellu

​Vaellu are average size humanoids with an insatiable curiosity and the supernatural ability to fly.  They are naturally curious and often lost in thought, sometimes wandering into dangerous situations in order to answer seemingly inconsequential questions. Vaellu are simultaneously cosmopolitan and nomadic, living and learning from people in cities, but only staying for short periods of time, until another question takes them far away.

Vaellu are more or less defined by a right of passage called a Tangent, in which the young leave their homes to find the answer to a single question of their choosing.  Most Vaellu never return, often seeking new questions and experiences, sometimes to the point that they forget the original question of their Tangent. 


Appearance: Vaellu appear as tall humans with pale white skin, pointed ears, and brightly colored hair, ranging from greens to yellows to blues to reds. Many vaellu collect items of interest and hang them on necklaces, belts, or clothing.

Location: There are very few Vaellu communities, as Vaellu’s Tangents take them far from their place of birth. Vaellu can often be found wandering Almira’s roads.

Names:  A Vaellu's name is taken from the society in which they were both, and their surname is related to their Tangent question. A surname is given when a vaellu leaves on their Tangent as part of this rite of passage.

Ability Scores: Vaellu are hardy and personable, but lack focus. They gain +2 Charisma, +2 Constitution, and –2 Wisdom.

Size: Vaellu are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Vaellu are humanoids with the Vaellu subtype.

Base Speed: Vaellu do not have a base land speed. When unable to fly, a vaellu may crawl 5 feet as a full-round action, this provokes attacks of opportunity.

Languages: Vaellu begin play speaking Common and Vaellu. Vaellu with high Intelligence scores can choose from the following: Sylvan, Aquan, Auran, Halfling, and Catfolk.

Flight: Vaellu have fly speed of 30 feet with perfect maneuverability. This is a magical fly speed.

Used to the Road: Vaellu gain a +2 bonus on Constitution checks made to avoid the negative effects of a forced march.

Skilled: A Vaellu’s Tangent guides his life and his skills. A Vaellu gains a +1 racial bonus on Survival skill checks made to avoid getting lost and a +1 racial bonus on a single Profession skill of their choice.

Alternate Racial Traits
Slow and Steady: Vaellu with this racial trait do not have their speed affected by armor and encumbrance, but have their fly speed maneuverability reduced by 1 step.

Sin Scourged: Some Vaellu are are not called to a Tangent but are rather forced from their homes by the Palace of Sin. Such Vaellu have their fly speed maneuverability reduced to clumsy but gain a +1 bonus on attack rolls made against evil outsiders and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of evil outsiders. In addition, they gain a +2 racial bonus on Knowledge (planes) checks to identify evil outsiders and can make such checks untrained.
Picture
Art by Lalaina Miner