Ellessir

Kind, beautiful and wise, the ellessir are a race of statesmen and scholars, versed in rhetoric and ancient lore. Tall, thin and erudite in appearance, they have deep shining eyes and long vibrant hair. Skin tone may range from a blue-green hue to a purple tone, and hair color can vary greatly. Of note is the peculiar tendency for an ellessir's skin tone to change colors when they experience a strong mood change, usually pleasure (love, lust, etc.), anger, despair, or any equally vibrant emotion.

Though perceptive and charismatic, the ellessir are reclusive, because they are not strong in war. Often meeting with bitter defeats on the battlefield, and sometimes unable to reason with their foes, the ellessir thought it best to simply seal away most outsiders and create hidden cities.

The ellessir, by nature, get along well with most other civilized races. The only races they are hostile with are those that can’t or won’t be reasoned with, such as giants, trolls, bugbears, etc. Most of the time, ellessir will put forward a friendly face, even if they don’t like you, because diplomacy is their primary method of solving problems. A particular ellessir may go out adventuring to gain insights and knowledge, for the sake of curiosity, or to experience the beauty of the world.

Ellessir speak Sylvan, as they feel a close tie to the fey.

Ellessir Racial Traits

-2 Strength, -2 Constitution, +2 Wisdom, +2 Charisma: Ellessir are physically weak, but they make up for it in perception and beauty.

Medium-size: As medium-size creatures, ellessir have no particular bonuses or penalties.

Ellessir base speed is 30 ft.

Low-light Vision: Ellessir can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.

Diplomatic Endeavor: Ellessir can always take a ten on Bluff, Diplomacy, Gather Information, Handle Animal and Perform. Even under pressure, the ellessir know how to influence those around them. Ellessir also receive a racial bonus of +2 to Bluff, Diplomacy and Sense Motive. Finally, once per day an ellessir may add a roll of 1d6 to any charisma-based check, but it must be done before the DM describes the outcome. (If you are using action points, this roll stacks with those points.)

Telltale Skin: An ellessir suffers a -4 penalty to Bluff checks involving the disguise of their true feelings due to their changing skin colors. Just as a human might blush, much more severely does an ellessir's skin give away her emotional state. At the DM's discretion, any race which is completely unfamiliar with an ellessir might not be aware of the reasons for their changing skin tones, negating the penalty. Also, if the emotions felt are not extremely strong, the DM may lower the Bluff penalty, even to zero, based on the situation. This bluff penalty doesn't necessarily make it easier to see through an ellessir's words, just her feelings.

Automatic Languages: Common (choose S’zeltoran or Western Common [which is called "New Dardonian" by modern scholars, and "Common" by everyone else in the west]), Elven, Sylvan. Bonus Languages: High S’zeltoran, Celestial, Draconic, Undercommon, Aquan, Terran, Goblin. For the most part, ellessir learn the languages that are beautiful and related to their regions. They also have access to undercommon and goblin to reason with some of their unruly opponents.

Favored Class: Bard.