>[!infobox]+ >#### Eruden >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Humanoid| >|**Subtypes**|Human| >|**RP**|20| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|20 years years| >|**Intuitive**|+2d4| >|**Self-Taught**|+3d6| >|**Trained**|+4d6| >|**Middle Age**|50 years| >|**Old**|75 years| >|**Venerable**|100 years| >|**Maximum**|100+4d20 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|59+2d10 in.|110+(2d10×5) lbs.| >|**Female**|54+2d10 in.|80+(2d10×5) lbs.| # Eruden ... ## Physical Description Eruden are paleskinned and somewhat taller than the average human. More than half of all Erudens are bald, while the rest have blond or red hair. Facial hair is almost unheard of. Of course, their most significant features are the luminous sigils that appear on the crown on their elongated heads. Erudens—even poor ones—favor the most expensive dress they can afford, with fine embroidery, long robes and capes, and multiple layers. Their bulky dress makes Erudens look bigger and more muscular than they actually are. Eruden have a great distaste for dirt and take pains to keep their clothes clean, even in a wilderness or dungeon setting. Elaborate facial makeup is also common among Erudens, particularly older ones who have already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, Eruden wear it for the opposite reason: to keep others at a distance. The more garish and outlandish an individual’s makeup, the more likely it is that she wishes to be left alone.  ## Society ... ## Relations ... ## Naming Traditions ... **Male Names:** **Female Names:**  <br> ## Alignment and Philosophy ... ## Adventures ... # Racial Traits (20 RP) ### Standard Racial Traits - **Ability Score Racial Traits:** Eruden gain a +2 to any single ability score of your choice during character creation. - **Size:** Eruden are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** Eruden are humanoids with the human subtype. - **Base Speed:** Eruden base land speed is 30 feet. - **Languages:** Eruden begin play speaking Common and Eru. Eruden with high Intelligence scores can learn any languages they want (except Druidic and other secret languages). See the [[Languages of Temnia]] page for more information about these languages. #### Defense Racial Traits - **Glyphic Resonance (2 RP):** Eruden are the physical embodiment of a magical language, so they interact strangely with symbol-based spells such as _explosive runes_, _glyph of warding_, _snake sigil_, and the various symbol spells. Erudens have a –4 racial penalty on saving throws against these effects if their level is less than the caster level of the spell. If an Eruden’s level equals or exceeds the spell’s caster level, she is immune to the effect. - **Light of Reason (1 RP):** Eruden gain a +2 racial bonus on saves against spells with the shadow descriptor. #### Feat and Skill Racial Traits - **Superior Literacy (2 RP):** Eruden gain a +4 racial bonus on Linguistics checks, and they learn one additional language every time they put a rank in the Linguistics skill. #### Magical Racial Traits - **Final Utterance (1 RP):** When an Eruden dies, her body releases the stored Eruden language within it. A disembodied voice speaks loudly and clearly in the Eru language for one round per hit die. Each round, there is a 10% that the words spoken are a prophesy relevant to one or more creatures within earshot. The Eruden’s body need not remain intact for the final utterance to occur. Even if an Eruden succumbs to a disintegrate spell, her disembodied voice still utters strange gibberish for several rounds. - **Luminous Sigils (Su) (1 RP):** The sigils on an Eruden’s head glow softly, providing illumination equal to that of a candle. Erudens can make their sigils disappear by concentrating for a moment (a standard action), but they don’t receive the sigils’ benefits and can’t use any special abilities granted by Eruden words while suppressed. Restoring the sigils to visibility is a free action. - **Sigil of Power (Su) (6 RP):** In addition to the array of dimly glowing luminous sigils on their head, Eruden have a sigil of power that grants her bonuses, as outlined below: - Aesh (“vigor”): +2 bonus on Strength checks and Strength-based skill checks. - Hoon (“life”): +2 bonus on Wisdom checks, Constitution checks, and Wisdom-or Constitution-based skill checks. - Krau (“magic”): +2 bonus to caster level for all spells and spell-like abilities (up to a maximum value equal to the Eruden’s character level). - Naen (“mind”): +2 bonus on Intelligence checks and Intelligence-based skill checks. - Uur (“grace”): +2 bonus on Dexterity checks and Dexterity-based skill checks. - Vaul (“soul”): +2 bonus on Charisma checks and Charisma-based skill checks. - **Word of Power (Su) (6 RP):** In addition to their Sigil of Power, an Eruden has a secondary sigil that doesn't grant any bonuses, but does form a Word of Power. This Word of Power grants bonuses as outlined below: - _Aeshkrau:_ The Eruden can use her Strength score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Strength score in place of any or all of the ability scores used by those classes for this purpose. - _Aeshoon:_ The Eruden can expend a use of channel energy as a swift action to gain a bonus on weapon damage rolls equal to her Wisdom bonus. This effect lasts until the beginning of her next turn, and it applies only to weapons with which she has selected the Weapon Focus feat. - _Aeshuur:_ When the Eruden deals damage to a target with a sneak attack or a critical hit, she gains a +2 dodge bonus to her AC against that target until the beginning of her next turn. - _Hoonkrau:_ The Eruden can expend one of her uses of channel energy as a swift action to add 1d8 points to the damage healed by any _cure_ spell (if she channels positive energy) she casts before the end of her next turn. Eruden who channel negative energy instead add 1d8 points of damage dealt by an _inflict_ spell she casts before the end of her next turn. - _Hoonvaul:_ The Eruden can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain a bonus to damage dealt by channel energy, and on attack and damage rolls when making a smite attack. This effect lasts until the beginning of the Eruden’s next turn. - _Naenaesh:_ During the time when the Eruden prepares spells, she can choose to leave up to two spell slots unfilled to gain the ability to cast any other prepared spell (or spells) of the same level as if it had been prepared with the Still Spell feat. This effect lasts until the next time the Eruden prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells. - _Naenhoon:_ Twice per day, the Eruden can spend one or more uses of channel energy as a swift action to add a metamagic effect to a spell she is casting, with no effect on the spell’s casting time or effective level. She must have the metamagic feat whose effect she wants to apply. The Eruden must expend a number uses of channel energy equal to the normal level adjustment of the metamagic feat (for example, it costs two uses of channel energy to apply an Empower Spell effect). If she chooses to apply the Heighten Spell effect, it costs her one turn attempt per level that she heightens the spell, up to a maximum of 9th level. - _Naenkrau:_ During the time when the Eruden prepares spells, she can choose to leave up to two spell slots unfilled to add +1 to the save DCs of all her other spells of that level (including spells from different classes). If she leaves two spell slots unfilled, they must be at different spell levels. This effect lasts until the next time the Eruden prepares spells. She cannot fill the vacant spell slot (or slots) until the next time she prepares spells. - _Uurhoon:_ The Eruden can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an insight bonus equal to her Wisdom bonus on Reflex saves and her Dexterity bonus on caster level checks to overcome spell resistance. This effect lasts for 1 minute per level of the spell slot expended. - _Uurkrau:_ The Eruden can use her Dexterity score to determine the bonus spells she gains for a high ability score, instead of the normal ability score used by her class to determine this feature. If she has more than one spellcasting class, she may use her Dexterity score in place of any or all of the ability scores used by her classes for this purpose. - _Uurnaen:_ During the time when the Eruden prepares spells, she can choose to leave a 1st-level or 2nd-level spell slot unfilled to add an insight bonus equal to the spell slot’s level on attack rolls when making an unarmed strike or a sneak attack. This effect lasts until the next time the Eruden prepares spells. She cannot fill the vacant spell slot until the next time she prepares spells. - _Vaulaesh:_ The Eruden can expend a spell slot (but not a slot holding a prepared spell) as a swift action to gain an insight bonus equal to the spell’s level to AC and on weapon damage rolls. This effect lasts until the beginning of the Eruden’s next turn. - _Vaulkrau:_ The Eruden can expend a spell slot (but not a slot holding a prepared spell) as an immediate action to gain an insight bonus equal to the spell’s level on the next saving throw she makes before the start of her next turn. - _Vaulnaen:_ The Eruden can use a spell slot (but not a slot holding a prepared spell) to spontaneously cast any of her prepared spells of the same spell level. For example, a 3rd-level bard/1st-level wizard who had prepared burning hands as a wizard spell could use one of her 1st-level bard spell slots to cast burning hands. The spell is cast using the caster level at which it is prepared (the bard/wizard in the above example would cast burning hands as a 1st-level caster). - _Vauluur:_ The Eruden may expend a spell slot (but not a prepared spell) as a swift action to add 1d6 per spell level to her unarmed strike damage rolls and her sneak attack damage rolls. This effect lasts until the beginning of her next turn. # Racial Options ## 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.  ## Favored Class Bonuses  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.   ## Racial Feats The following feats are available to an elf character who meets the prerequisites.