Tro Ar Fyd
Born of a land warped by their centuries long magic experiements, the Tro Ar Fyd are more or less the mad scientists of the Arhosan landscape, always experimenting with one aspect of the elements or another. So pervasive and overwhelming have the changes become that the Tro Ar Fyd have become partially at home in their own elements, a quite necessary change given the strange land that is their birthplace.
Personality
The various factions of the Tro Ar Fyd have taken on a little of the personality of the element that is most inherent within them, some being as stolid as the earth, others being flighty and passionate. On the whole, they are as variable and as prone to individual differences as any collection of humans.
Physical Description
Like their personality, the physical nature of the Tro Ar Fyd tends to take after the element with which they are associated, although in general the Tro Ar Fyd tend to look like small, hyperactive bundles, humanoid in shape but swaddled in layers of clothing to cope with the various climates that can occur on a daily basis.
Relations
Tro Ar Fyd are regarded with a fair amount of suspicion by all the other races of Arhosa, not so much because of any evil inherent in their nature, but rather the wildly unpredictable nature of their magic and their experiments. As such, almost everyone else in Arhosa prefers it if they stay within their homeland, and during the Arhosan Empire, this was strictly enforced. Since the collapse, it is not, but Tro Ar Fyd roaming across other lands often find themselves treated... harshly.
Religion
The Tro Ar Fyd pay a sort of general lip service to religion, not out of any abiding dislike for it (they're quite religious when reminded), but rather out of an absent-minded forgetfulness that leaves them entirely focused on their experiments and the next big discovery.
Language
Tro Ar Fyd speak their own language and Trade Common equally, and often others well.
Adventurers
There are many reasons to see a Tro Ar Fyd in the field adventuring, but most of them have something to do with the next big experiment, or with trying to find new and unique sources of magical energy or elementally connected locations. The downside to being a Tro Ar Fyd adventurer is that no one else wants to be anywhere near one. Often violently so.
Common Tro Ar Fyd Racial Traits
-2 Strength, -2 Wisdom
Elemental: Tro Ar Fyd are elemental creatures, and have that racial type. They do not gain any benefits of the racial type except those listed here.
Small: Tro Ar Fyd gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of a Medium character.
Tro Ar Fyd base land speed is 20 feet.
Eyes in the Night: The Tro Ar Fyd has Darkvision out to 60 feet.
Elemental Traits: Immunity to poison, sleep effects, paralysis, stunning, critical hits and flanking. Unlike most other living creatures, the Tro Ar Fyd does not have a dual nature—its soul and body form one unit. When it is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on the Tro Ar Fyd. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
Elemental Cloak: Each Tro Ar Fyd gains access to a benefit based on their racial history. They can use this benefit for a number of rounds a day equal to their character level, and these rounds do not need to be used consecutively. It is a free action to turn it on or off.
Automatic Languages: Tro Ar Fyd, Trade Common. Bonus Languages: TBD.
Favored Class: Arcanist.
Air Tro Ar Fyd Racial Traits
+2 Dexterity: Quite intelligent and skilled with their hands, the Tro Ar Fyd tend to be weak due to their stature, certainly have no common sense, and are disliked by almost every other race.
A +1 bonus on saving throws against all spells and effects with the Air or Electricity descriptors, and a +1 bonus per dice to Electrical damage.
Dustcloak: The Tro Ar Fyd gains a +10 ft. bonus to his movement speed. He may also take a 10 ft. step in place of a 5 ft. step. At character level 9, this increases to a +20 ft. bonus.
Earth Tro Ar Fyd Racial Traits
+2 Constitution: Tougher than their racial brethren, the slower natures of the earth-aligned gives them a moment to think on matters before acting. It's quite handy.
A +1 bonus on saving throws against all spells and effects with the Earth or Acid descriptors, and a +1 bonus per dice to Acid damage.
Stonecloak: The Tro Ar Fyd gains DR 5/adamantium. At character level 9, this increases to 10/adamantium.
Fire Tro Ar Fyd Racial Traits
+2 Dexterity: More charming and personable than the others, it does little more than make up for the hatred suffered from other races.
A +1 bonus on saving throws against all spells and effects with the Fire descriptor, and a +1 bonus per dice to Fire damage.
Flamecloak: The Tro Ar Fyd deals 1 fire damage per character level to any creature who strikes him in melee, and does not use a reach weapon. At character level 9, this increases to 2 fire damage per level.
Water Tro Ar Fyd Racial Traits
+2 Constitution: Able to easily survive within the depths of the dark, these Tro Ar Fyd are quite resilient.
A +1 bonus on saving throws against all spells and effects with the Water or Cold descriptors, and a +1 bonus per dice to Cold damage.
Mistcloak: Any attack targeting the Tro Ar Fyd has a 20% miss chance. At character level 9, this increases to a 50% miss chance.
How does that look as an updated Tro At Fyd race?