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Pathfinder Race: Sparkrunners (for clocksarewrong)
Sparkrunners are a deep violet skinned race of enthusiastic tricksters. They are called sparkrunners due to the blue sparks they can stream behind themselves. Some are lighter purples, others darker, and some even go into indigo, but they are, regardless, all the same mischievous pranksters that everyone expects them to be.
The other reason they tend to be left to their own societies is their tendency to make ideas of how people should be together for relationships - and how every once in a while, they blurt the ideas out. Only the halflings, gnomes and a few rare humans can accept this tendency of their to see the connections people tend to ignore. However, this connection also allows them to be helpful during social situations when aiding.
Sparkrunners follow a slew of gods they call the First Sparks. However, due to their own personal ideas of the First Sparks, they tend to have their own ideas about the Sparks and their legends - they're own version of the stories, in their own language, are called "hehkawnaws" and different groups of sparkrunners will have their own "hehkawnaws," and clerics of these hehkawnaws will have selection from the same six domains - typical domains are chosen from Air, Chaos, Fire, Good, Knowledge, Magic and Travel. Rarely is Sun chosen, except for the few sparkrunners who do not have a dislike of the sun - it tends to harm their eyes.
The Sparkrunners
+2 Dexterity, -2 Wisdom, +2 Charisma - Sparkrunners are quick and endearing for some reason, but their pranks tend to be done without much forethought.
Medium Humanoid (Sparkrunner)
Normal Speed - A sparkrunner's base speed is 30 feet.
Darkvision - a sparkrunner can see out to 60 feet in the dark.
Connections of Souls - A sparkrunner has a +1 racial bonus to Bluff and Diplomacy checks to make someone act in a way beneficial to the sparkrunner. If a sparkrunner is aiding another with a Charisma based check and they succeed at aiding, they grant a +3 bonus instead of a +2.
Quickfooted - A sparkrunner has a +2 bonus to initiative checks, and has the Run feat as a free bonus feat.
Sparks - Sparkrunners are full of powerful sparks, giving them magical power. A sparkrunner has electricity resistance 5 from their own sparks fighting off the electrical energy. This also grants them a +2 bonus on saving throws against spells and spell-like abilities with the [light] or [electricity] descriptors. A sparkrunner can use the following spell-like abilities once per day each, with a caster level equal to their character level. Saves are Charisma based.
1/day - dancing lights, flare, spark, twilight knife
Sprinter - Sparkrunners gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.
Light Blindness - Abrupt exposure to bright light blinds sparkrunners for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
Language - Common, Stooka. Bonus Language - Auran, Halfing, Gnome, Terran.