Elf
Elves are lithe pointy-eared humanoids with long lives and naturally gifted with the use of magic. Elves come in many shapes and forms from the distinguish high elves and wood elves to the ruthless dark elves. Many elves see other humanoids as lesser beings, some are patronizing and wanting to protect them as a shepherd does for sheep while others want to exploit them, bring them to heel, or even annihilate them. Generally, most elves see themselves as the guardians of the natural world and feel it is their place to dictate how other mortals will behave. Elves, dwarves, and fey are united into a pact known as the Tuatha Dé Danann. Together they pushed back the Fomorian hordes from their lands.
Read more about Elves.
CREATURE TRAITS (15 XP)
- Types Size 5 Sapient Bipedal Organism (Elf)
- Reach 5 feet
- Speed Land 35 feet
ATTRIBUTES (0 XP)
- -2 Constitution, +2 Dexterity, +2 Intelligence
LANGUAGES (0 XP)
- Starting Languages: Common, Elven
- Bonus Languages: Any common language.
INNATE ABILITIES (15 XP)
- Coordinated (3 XP): Elves have are proficient with Acrobatics, Perception, and one Perform or Profession skill of their choice, gaining them as class skills. If they gain any of these skills as a class skill from another source, they instead gain a +2 innate bonus to that skill.
- Darkvision II (2 XP): Ultravision.
- Elf Magic (2 XP): Elves have the following innate magical powers: prestidigitation I, whispering wind I.
- Light Sleeper (2 XP): Elves suffer no Perception penalties as a result of resting and have Resistance II to Sleep effects.
- Longevity (2 XP): Elves live a long time and have Resistance II against effects that attempt to forcibly age them.
- Specialty (2 XP): Elves have the Lore (Arcana) and Spellcraft skills as class skills. If they gain any of these skills as a class skill from another source, they instead gain a +2 innate bonus to that skill.
- Swift (2 XP): Elves have a 35-foot base speed.
VARIANTS
Standard elves appear to be lithe and beautiful humans with very little body hair and long pointed ears.
Dökkálfar (15 XP): (pronounced "duke-al-far") Also known as "Dark Elves", "Unholy Elves", "Svartálfar", or "myrkálfar", the Dokkalfar are known for living in subterranean tunnels and caverns deep below the surface. They use the Elf race statistics except that they get a +2 increase to Charisma instead of Intelligence. They have white, grey, or black hair as well as irises, thus giving them their name. They gain skill bonuses to Stealth and Sleight of Hand instead of Acrobatics or Spellcraft and gain invisibility and traceless steps instead of prestidigitation or whispering wind.
Half Elves (+1 XP): Pick one other type of elf. You possess all the same statistics as your chosen elf but cost 1 additional point and gain the human subtype, treating you as both elf and human. Any effect that affects elves and humans differently can affect you as both or either, based on the caster's choice but you have a +2 innate (racial) bonus to saving throws against anything either would normally be immune to.
Fornálfar (15 XP): (pronounced "forn-al-far") Also known as the "Old Elves" or "Green Elves", they have a reputation as masters of Primal magic. Green elves have hair that looks like vines and skin that often has a green hue to it. They are the shortest of the elves averaging only 4-5 feet tall but also the longest lived of them, many even boasting agelessness. Known for their use of floramancy and polymorphic magic, they are not to be underestimated. They have hair and irises that vary between green, yellow, and brown. They gain skill bonuses to Lore (Nature), Handle Animal, and Survival instead of Acrobatics, Lore (Arcana), or Spellcraft and gain entangle and tree shape instead of prestidigitation or whispering wind.
Kveldálfar "High Elves" (15 XP): (pronounced "kveld-al-far") Sometimes referred to as "Grey Elves" or "City Elves", they're known for mastering arcane magic. They dwell in urban areas and at an average of 6 feet tall, they're the tallest of elves. Unlike their Dokkalfar and Ljosalfar, they are not obsessed with the contrast of light and dark and the never ending war between these beliefs, but are more interested in the sciences and arts. These are considered standard elves.
Ljósálfar "Light Elves" (15 XP): (pronounced "yo-sal-far") Also known as "Light Elves" or "Holy Elves", the Ljosalfar live in rural areas, both in cities and wilderness, and are known for using divine magic. They get a +2 increase to Wisdom instead of Intelligence. They have hair colors and irises that vary between yellow and red. They gain skill bonuses to Lore (Religion), Handle Animal, and Sense Motive instead of Acrobatics, Lore (Arcana), or Spellcraft and gain cure disease and cure poison instead of prestidigitation or whispering wind.
ADDITIONAL ABILITIES
Elves begin with their innate traits and can gain additional traits from the following list as feats.
ARCANE ELVEN MAGIC (2 XP)
Prerequisites: —
Benefits: You gain Dancing Lights and Light Illusion as tier 1 innate magical powers with the Illusion and Shadow types. You can take this feat multiple times; each time, increase the tier of both powers by 1 (maximum tier 3 or half your level, whichever is higher).
BLOOD FEUD (2 XP)
Prerequisites: Elf
Benefits: You gain Blood Feud against Fomorians and goblinoids.
Special: You can take this feat multiple times to increase its tier.
CLIMBER (2 XP)
Prerequisites: Elf
Benefits: You gain Climber as tier 2 ability.
ULTRAVISION (1 XP)
Prerequisites: Elf
Benefits: You upgrade your Darkvision to tier 2 as Ultravision allowing them to ignore concealment caused by total darkness.
DIVINE ELVEN MAGIC (2 XP)
Prerequisites: Elf
Benefits: You gain Cure Poison and Remedy Disease as tier 1 innate magical powers.
Special: You can take this feat multiple times; each time, increase the tier of both powers by 1 (maximum half your level, rounded up).
ELEGANT RIDER (2 XP)
Prerequisites: Elf
Benefits: You gain Animal Handling and Ride as class skills. If already a class skill, you instead gain a +2 innate (racial) bonus on that skill.
ELVEN ACROBATICS (2 XP)
Prerequisites: Elf
Benefits: You gain Jump as a tier 2 innate magical power.
Special: You can take this feat multiple times; each time, increase its tier by 2 (maximum half your level, rounded up).
ELVEN EYES (2 XP)
Prerequisites: Elf
Benefits: You gain Farshot as a bonus feat, even if you do not meet the prerequisites.
ELVEN MARKSMANSHIP (2 XP)
Prerequisites: Elf
Benefits: You gain Perfect Shot as a bonus feat, even if you do not meet the prerequisites.
ELVEN STEALTH (2 XP)
Prerequisites: Elf
Benefits: You gain Shadow Fade as a tier 2 innate magical power.
Special: You can take this feat multiple times; each time, increase its tier by 2 (maximum tier 3 or half your level, whichever is higher).
ELVEN STRIDE (2 XP)
Prerequisites: Elf
Benefits: You gain Nimble Stride as a bonus feat, even if you do not meet the prerequisites.
ELVEN SUBTERFUGE (2 XP)
Prerequisites: Elf
Benefits: You gain Disguise and Stealth as class skills. If either is already a class skill, you instead gain a +2 innate (racial) bonus on that skill.
FEY COURTROOM (2 XP)
Prerequisites: Elf
Benefits: You gain Zone of Truth as a tier 2 innate magical power with the Compulsion, Curse, Enchantment, and Sympathetic types. You can take this feat multiple times; each time, increase its tier by 2 (maximum tier 3 or half your level, whichever is higher).
FINESSE TRAINING (2 XP)
Prerequisites: Elf
Benefits: You are proficient with all simple and martial weapons with the Finesse property.
HULDER / HULDRA (3 XP)
Prerequisites: Elf
Benefits: You gain Plane Shift with the Reliable 3 upgrade (tier 4) innate magical power, usable only to travel between the Fey and Material planes. Each use has a 1% chance to cause a fey mutation; if this occurs, you gain the Fey type and the Fey plane becomes your home plane instead of the material plane. Mutations are cosmetic but may justify other abilities.
LONG-LIVED (3 XP)
Prerequisites: Elf
Benefits: Once per day, you can gain any two skills as class skills for 24 hours. If either is already a class skill, you instead gain a +2 innate (racial) bonus on that skill for the duration.
OCCULT ELVEN MAGIC (2 XP)
Prerequisites: —
Benefits: You gain Dancing Shadows and Shadow Illusion as tier 1 innate magical powers with the Illusion and Shadow types. You can take this feat multiple times; each time, increase the tier of both powers by 1 (maximum tier 3 or half your level, whichever is higher).
PRIMAL ELVEN MAGIC (2 XP)
Benefits: You gain Entangle and Plant Growth as tier 1 innate magical powers with the Creation, Flora, Illusion, and Shadow types. You can only conjure flora native to environments based on your elven subrace:
- Dokkalfar: Any plant or fungus native to caves or subterranean environments.
- Fornalfar: Any plant or fungus native to forests, jungles, or woodlands.
- Kveldalfar: Any plant or fungus commonly found in urban or beachfront environments.
- Ljosalfar: Any plant or fungus native to hills, mountains, plains, rivers, streams, or valleys.
WILD SHAPING (2 XP)
Prerequisites: Elf
Benefits: You gain Transformation (Beast) as a tier 3 innate magical power with the Illusion, Polymorph, Shadow types. Unlike the normal power, you're restricted to beasts native to a terrain type based on your elf subrace.
- Dokkalfar: Any animal native to caves or subterranean environments.
- Fornalfar: Any animal native to forests, jungles, or woodlands.
- Kveldalfar: Any animal commonly found in urban or beachfront environments such as small cats, crustaceans, dogs, fish, insects, pigeons, racoons, rodents, seagulls, etc.
- Ljosalfar: Any herbivore.