Like all of the Tel'quessir, the Amrun'quessir, or sun elves, are close to the height of humans, but with notable differences. Sun elves have bronze-colored skin and hair most often of copper, golden blond, and black, with red more uncommon but heard of. Sun elves, like other elves, typically have green eyes, though golden ones are also common, often with a liquid appearance, and silver, black, hazel, or copper hues have also been heard of. Like their moon elven brethren, male sun elves are typically taller and heavier than females, sometimes by as much as five inches or twenty pounds. Sun elves have a reputation for being stronger but less durable than other elves
Patient and deliberate in most of what they do, they demonstrate an orderly nature uncommon to most elves, preferring to master a skill before applying it rather than learning as they go. Rushing is out of the nature of sun elves, who, while less versatile than most races, have a mastery of whatever they apply themselves to. The only true exception to this is martial combat, which nearly all sun elves have some training in, regardless of how much and which most are eager to finish as quickly as possible once engaged.
Unlike most elves, sun elves organize their society along firm and hierarchical traditions. Communities are typically run by members of an esteemed nobility, some of whom can trace their ancestry all the way back to the First Crown War. There is a difference, however, between sun elven and human monarchy and where a human king typically accumulates influence through the ownership of land or command of soldiers, a sun elf noble commands authority through the prestige of their family name or the magical power they holds at their behest, a power they often demonstrate through the grandeur of their home.
Wound Die Type 1d8
Racial Chakra Modifier +2
+2 Strength
+2 Dexterity
-2 Constitution
Size: Medium
Base Speed: 30 feet
Medical Class: Group I-b (Near Human)
DM-RP:12
Ability Scores: Normal 0 RP
Elven Sleep Magic Tolerance +1 RP
Elven Manipulative Arts Tolerance +1 RP
Elven Sense: 2 RP
Attributes: Slightly Spiritual +1 RP
Low-light Vision +1 RP
Lightbringer (2 RP)
Hyperium & Gold-crafting 4 RP
Forsaken: No, their Ancient Pact with Asha Prevents this from occurring.
Sleep magic Tolerance:
Elves receive a +2 racial bonus on saving throws against sleep effects
See through Illusions:
Elves receive a +2 racial saving throw bonus against Manipulative Arts Illusions
Low-Light Vision:
A sun elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
Elf Sense:
+2 racial bonus on Perception checks. A sun elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Hyperium And Gold Crafting:
+2 Racial bonus on all Craft checks involving Gold and Hyperium items.
Sun Elves have a long history of forging Gold and Hyperium arms and armor and are skilled in working it
Lightbringer
Sun elves are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 14 or higher, it gains the following spell-like ability: At Will—light CP:2