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Elves revisted PDF Print E-mail
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Written by Thomas Dailey   
Tuesday, 19 June 2007

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The elves are an acient race - often thought to be the very first humanoid race in exsitance. They are figures of beauty and grace and this shows in everything that they do. They have developed artistic styles of magic and sword play and their language sounds like music to non-elven races.

Because of their long existance, elves are now divided into numerious subraces, each with their own culture and set of traits. Some subraces developed as a result of their enviroment and isolation while others appeared through cross breeding or magical alternation. Three subraces, the drow, shadow elves, and dusk elves, resulted from clans and families being exiled for various reasons.

Cordillerial

The cordillerial are winged elves that often live in a mountain terrain and have a pair of feathered wings that they can use to fly.

- +2 Dexterity, +2 Intelligence, –4 Constitution: Cordillerial are very agile and intelligent, but their hollow bones make them very fragile.
- Medium: As Medium creatures, cordillerial have no special bonuses or penalties due to their size.
- A Cordillerial’s base land speed is 30 feet and base air speed is 60 feet with average maneuverability.
- Reverie: Cordillerial can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects.
- -2 racial saving throw penalty against fire based spells and effects: Avariel's wings are very vulnerable to flames.
- Superior Low-Light Vision: Cordillerial can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
- Weapon Proficiency: Cordillerial are automatically proficient with the short sword, rapier, and crossbows.
- +2 racial bonus on Perception checks. A cordillerial does not have the other elves’ ability to notice secret doors simply by passing near them.
- Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard. A multiclass cordillerial’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
- Level Adjustment +1.

Mad Elves

The mad elves were once high elves than fell victim to a horrible curse. All of the children born to these cursed elves still possessed a lesser form of the curse and were never quite sane. The mad elves are looked down on by other elves - some pity them and others fear them. Any elf of any other subrace that mates and produces a child with a mad elf passes the curse on and their children are born as full mad elves and have no traits of their sound minded parent.

- +2 Dexterity, -2 Constitution, -2 Wisdom: Mad elves are physically very much like high elves, but all members of the race have slightly broken minds.
- Medium: As Medium creatures, mad elves have no special bonuses or penalties due to their size.
- Mad Elf base land speed is 30 feet.
- Immunity to enchantment spells or effects: A mad elf's broken mind is a hostile ground for those wishing to control or deceive them.
- Low-Light Vision: A mad 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.
- Nightmares: Mad elves have horrific visions and nightmares that keep them from meditating or sleeping soundly. They do not get reverie and mad elves require 12 hours of sleep to gain the same benefit of 8 hours of sleep for other races.
- Horrific Insight: a mad elf has a +6 racial bonus on Perception checks.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass mad elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Sky Elves

A noble Dijinn fancied the beauty of elves so much he collected a great number of the most beautiful blue eyed-blond haired elven maidens for his personal harem. His pleasure created a large number of Elven half breeds that became the racial basis for the sky elves. Very few elves are aware than this was their origin, even though many of these half bred elves are still alive, but in hiding. Since then the sky elf offspring have collected in small communities or have bred out their traits and blended in to other elven societies. Besides always being blue eyed, having blond hair, and being exceptional beautiful or handsome, sky elves appear very similar to other elves.

- +2 Dexterity, +2 Charisma, –2 Constitution, –2 Wisdom: Sky Elves are graceful but frail. Sky elves are naturally more open and friendly than most, but their nature also makes them more gullible and naive.
- Medium: As Medium creatures, sky elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Reverie: Sky elves can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects.
- Low-Light Vision: A sky 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.
- Weapon Proficiency: Sky Elves receive the Martial Weapon Proficiency feats for the long spear, spear, and javelin as bonus feats.
- +2 racial bonus on Acrobatics checks and they may double their vertical and horizontal jump distance after making a successful Acrobatics or Athletics check to jump; however, their total distance covered by their jump still counts as part of their move.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Bard. A multiclass sky elf’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.

Shadow Elves

The shadow elves were once a normal family of elves that fled their enemies by fleeing through a portal into the plane of shadow. After generations of hiding in the shadow plane, the dark energies of the place twisted their bodies and minds. Though not actually evil, almost all shadow elves have dark personalities. They still retain some of their abilities from their elven heritage, but have also developed new abilities using their ties with their dark plane. Most shadow elves remain on the plane of shadow, knowing that they no longer have a place on the prime planes; however, a few do venture back to their previous home to find work as spies, assassins, and shadow mages. Shadow elves are one of three exiled elven subraces - the others being the dark elves and dusk elves.

- +2 Dexterity, +2 Intelligence, –2 Constitution, –2 Wisdom: Shadow Elves are quick in both body and mind, but their dark plane has also twisted both, leaving them prone to sickness and on the edge of sanity.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- Elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against illusion spells or effects.
- Add +1 to the Difficulty Class for all saving throws against illusion spells cast by shadow elves. This adjustment stacks with those from similar effects.
- Darkvision: Shadow Elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and shadow elves can function just fine with no light at all.
- +2 racial bonus on Stealth and Deceit checks.
- Spell-Like Abilities: A shadow elf with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—disguise self, ghost sound, misdirection. Caster level 1st; save DC 10 + shadow elf’s Cha modifier + spell level.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Rogue or Assassin. A multiclass shadow elf’s rogue or assassin class does not count when determining whether she takes an experience point penalty for multiclassing.
- Level Adjustment +1.

Dusk Elves

Dusk elves the last of the exiled elf subraces. They were a clan of magically gifted elves that began to dabble in necromancy and death magic. They were seen as aberrations to the rest of the elven community around them. They refused to cease their unnatural research and experiments and were exiled by force from their ancestral home. Even since then they have been bitter and resentful of the other elven subraces. After many millennia of practicing their dark magic and breeding only within their kind, the dusk elves have produced their own self sustaining subrace. Dusk elves live nocturnally and are most active under the cover of darkness. They do not share the elven traits of beauty and grace as the other subraces do - most are deformed and ugly, twisted by thousands of years of practicing the dark arts. Dusk elves have skin that is shades of grey with black hair that begins graying at an early age. The most disturbing feature of the dusk elves are their eyes - though not blind, they have milky white eyes with a small pupil and no cornea. Although most use dark magic, many dusk elves are fighters and rogues as well.

- +2 Intelligence, -2 Charisma: Dusk elves are socially crippled by their appearance and dark nature but have a great amount of intelligence and knowledge.
- Medium size.
- A dusk elf’s base land speed is 30 feet.
- Immunity to sleep spells and effects and a +2 racial saving throw bonus against all spells or spell-like abilities.
- Low-Light Vision: A dusk elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- +2 racial bonus on Perception checks. A dusk elf that merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a dusk elf for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
- Necromantic Boon: dusk elves cast spells from the school of necromancy as if they were one level higher. This adjustment stacks with those from similar effects.
- Necromantic Curse: dusk elves only receive a partial benefit from healing spells. When a dusk elf is the recipient of a healing spell that restores hit points, they are only healed one half (rounded down) the number of hit points.
- Automatic Languages: Common, Elven. Bonus Languages: Abyssal, Aquan, Draconic, Gnome, Goblin, Orc.
- Favored Class: Wizard (Necromancer). A multiclass dusk elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Aquatic Elf

Also called sea elves, these creatures are water breathing cousins to land-dwelling elves. Aquatic elves fight underwater with tridents, spears, and nets.

- +2 Dexterity, -2 Intelligence: Aquatic elves are nimble and quick but tend to be more barbaric and primitive than their land bound cousins.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An aquatic elf’s base land speed is 20 feet and an aquatic elf has a swim speed of 30 feet.
- Reverie: Aquatic elves can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects.
- Weapon Proficiency: Aquatic elves are automatically proficient with tridents, spears, and nets.
- +2 racial bonus on Perception checks. An aquatic elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
- An aquatic elf has the aquatic subtype.
- Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
- Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
- Favored Class: Fighter. A multiclass aquatic elf’s fighter class does not count when determining whether she takes an experience point penalty for multiclassing.

Rune Elf

Rune elves are named for their practice of tattooing arcane runes on their face and arms. Taller and grander in physical appearance than others of their race, rune elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.

- +2 Intelligence, –2 Strength: Rune elves find physical work distasteful, instead turning to magic to take care of their mundane needs.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- A rune elf’s base land speed is 30 feet.
- Reverie: Rune elves can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A rune elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Rune elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on Perception checks. A rune elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
- Favored Class: Wizard. A multiclass rune elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Common Elf

Common elves are the most numerous subrace of elves. They easy make up over seventy percent of the total elven population and thus are considered to possess the sterotypical elven traits. They are quick and graceful, but their thin limbs make them fragile. Common elves consider themselves the truest elven subrace and thus are extremely proud (some would say arrogant) of their heritage.

- +2 Dexterity, -2 Constitution: Elves are quick and nimble but their slight form tends to be fragile.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An elf’s base land speed is 30 feet.
- Reverie: Common elves can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A common elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard. A multiclass common elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Jungle Elves

Jungle elves are somewhat more primal than their baseline counterparts. In many jungles, ancient elven cities have been swallowed up by the voracious encroachment of trees, vines, and animals, leaving just a shadowy remnant of the population to remember the former glories of their lost civilization.

- +2 Dexterity, –2 Constitution.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An elf’s base land speed is 30 feet.
- Reverie: Jungle elves can mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.
- Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A jungle elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Jungle elves receive the Martial Weapon Proficiency feats for the handaxe, rapier, shortsword, and shortbow (including composite shortbow) as bonus feats. Proficiency with a rapier is a vestige of past glories and an honored tradition among jungle elves. The other weapons are useful tools for survival in their environment.
- +2 racial bonus on Perception checks. A jungle elf does not have the other elf ’s ability to notice secret doors simply by passing near them.
- +2 racial bonus on Antiquities checks: Jungle elves pride themselves on being the keepers of much lore that has been forgotten to others.
- Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
- Favored Class: Wizard. A multiclass jungle elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Weald Elf

Weald elves live in the deepest forests and seldom are seen outside of their home terrains. Weald elves’ hair color ranges from yellow to a coppery red and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.

- +2 Strength, -2 Intelligence, -2 Charisma: Unlike other elves, weald elves are surprisingly strong and fierce, but tend to be more primal and primitive compared to other elves.
- Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
- An elf’s base land speed is 30 feet.
- Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A weald elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on Perception checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Perception check to notice it as if she were actively looking for it.
- Automatic Languages: Elven, Sylvan. Bonus Languages: Common, Draconic, Gnoll, Gnome, Goblin, Orc.
- Favored Class: Ranger. A multiclass weald elf’s ranger class does not count when determining whether she takes an experience point penalty for multiclassing.

Elf Half Breeds

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Only the more common non-exile elven subraces breed with other humaniod races and product viable offspring. Though all elves can breed with any humaniod, only half human half elves are a sustainable sub race of their own - both because matings that produce them are more common and they are not sterile as most half breeds are. The exile elves generally have a difficult conceiving within their subrace and have never been known to product sterile offspring with any other race.

Aquatic Half-Elf

The statistics below are for a half elf breed with a human and an aquatic elf. The making between a human and an aquantic elf is rare, but they can reproduce and several small fishing villages and communities have been founded by half breeds. Aquatic half-elves have the best of both worlds; they can breath both air and water and survive on the land or in the sea. They appear as normal half-elves, but usually have pale skin and green or blue hair. They have small webbing between their fingers and toes, but not as pronounced as their aquatic parent. The half breeds are amphibious - they have gills on their neck that close when they use their lungs to breath.

  • Medium size.
  • A aquatic half-elf ’s base land speed is 30 feet and a swim speed of 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • An aquatic half-elf has the aquatic subtype.
  • Low-light vision.
  • +1 racial bonus on Listen, Search, and Spot checks. A aquatic half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.
  • Elven Blood: For all effects related to race, a aquatic half-elf is considered an elf. Aquatic half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass aquatic half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.

Common Half-Elf

The statistics below are for a half elf breed with a human and a high, grey, sky, wild, or wood elf.

  • Medium size.
  • A half-elf ’s base land speed is 30 feet.
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-light vision.
  • +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.
  • +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.

Elf Vital Statistics

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Age

You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.

Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

Table: Random Starting Ages
RaceAdulthoodBarbarian
Rogue
Sorcerer
Bard
Fighter
Paladin
Ranger
Cleric
Druid
Monk
Wizard
Aquatic Elf 120 years +4d6 +6d6 +10d6
Arctic Elf 110 years +4d6 +6d6 +10d6
Desert Elf 110 years +4d6 +6d6 +10d6
Drow 80 years +3d6 +6d6 +8d6
Dusk Elf 80 years +3d6 +5d6 +8d6
Gray Elf 130 years +5d6 +7d6 +12d6
High Elf 110 years +4d6 +6d6 +10d6
Jungle Elf 110 years +4d6 +6d6 +10d6
Mad Elf 110 years +4d6 +6d6 +10d6
Sky Elf 110 years +4d6 +6d6 +10d6
Shadow Elf 120 years +4d6 +6d6 +10d6
Wild Elf 110 years +4d6 +6d6 +10d6
Wood Elf 110 years +4d6 +6d6 +10d6

With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects
RaceMiddle Age1Old2Venerable3Maximum Age
  1. At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Aquatic Elf 220 years 330 years 440 years +5d% years
Arctic Elf 200 years 300 years 400 years +5d% years
Desert Elf 200 years 300 years 400 years +5d% years
Drow 175 years 263 years 350 years +4d% years
Dusk Elf 175 years 263 years 350 years +4d% years
Gray Elf 240 years 360 years 480 years +6d% years
High Elf 200 years 300 years 400 years +5d% years
Jungle Elf 200 years 300 years 400 years +5d% years
Mad Elf 200 years 300 years 400 years +5d% years
Sky Elf 200 years 300 years 400 years +5d% years
Shadow Elf 220 years 330 years 440 years +5d% years
Wild Elf 200 years 300 years 400 years +5d% years
Wood Elf 200 years 300 years 400 years +5d% years

Height And Weight

The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

Table: Random Height and Weight
RaceBase HeightHeight ModifierBase WeightWeight Modifier
Aquatic Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
Aquatic Elf, female 4' 5" +2d6 80 lb. x(1d6) lb.
Arctic Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
Arctic Elf, female 4' 5" +2d6 80 lb. x(1d6) lb.
Avariel, male 4' 7" +2d6 65 lb. x(1d4) lb.
Avariel, female 4' 6" +2d6 55 lb. x(1d4) lb.
Desert Elf, male 4' 7" +2d6 85 lb. x(1d6) lb.
Desert Elf, female 4' 7" +2d6 80 lb. x(1d6) lb.
Drow, male 4' 5" +2d6 80 lb. x(1d6) lb.
Drow, female 4' 4" +2d6 75 lb. x(1d6) lb.
Dusk Elf, male 4' 5" +2d6 80lb. x(1d4) lb.
Dusk Elf, female 4' 5" +2d6 75 lb. x(1d4) lb.
Gray Elf, male 4' 8" +2d8 90 lb. x(1d6) lb.
Gray Elf, female 4' 6" +2d8 80 lb. x(1d6) lb.
High Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
High Elf, female 4' 5" +2d6 80 lb. x(1d6) lb.
Jungle Elf, male 4' 6" +2d6 90 lb. x(1d6) lb.
Jungle Elf, female 4' 5" +2d6 85 lb. x(1d6) lb.
Mad Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
Mad Elf, female 4' 5" +2d6 80 lb. x(1d6) lb.
Sky Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
Sky Elf, female 4' 5" +2d6 80 lb. x(1d6) lb.
Shadow Elf, male 4' 11" +2d8 90 lb. x(1d6) lb.
Shadow Elf, female 4' 9" +2d8 85 lb. x(1d6) lb.
Wild Elf, male 4' 6" +2d6 85 lb. x(1d6) lb.
Wild Elf, female 4' 6" +2d6 80 lb. x(1d6) lb.
Wood Elf, male 4' 5" +2d6 95 lb. x(1d8) lb.
Wood Elf, female 4' 6" +2d6 85 lb. x(1d8) lb.

Height And Weight

The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

Elf Racial Classes

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The elves have a number of racial classes, class varients, and prestiage classes that are available only to elves or those of elven blood.

Elf (Racial Class)

Alignment:Any.

Hit Die: d8.

Class Skills

The elf's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Diplomacy (Cha), Hide (Dex), Jump (Str), Knowledge [all skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (2 + Int modifier) x4.

Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Elf

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+0

Elf Sight +2, Resist Enchantments

2nd

+1

+0

+3

+0

Weapon Focus, Spells per Day

3rd

+2

+1

+3

+1

Ability Boost, Spells per Day

4th

+3

+1

+4

+1

Elf Sight +4, Bonus Feat

5th

+3

+1

+4

+1

Weapon Specialization, Spells per Day

Class Features

All of the following are class features of the elf class.

Weapon and Armor Proficiency: Elves are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Elves are proficient with light armor, but not with shields.

Spells per Day: At 2nd, 3rd, and 5th level, an elf gains new spells per day as if she had also gained a level in an arcane spell casting class. She does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that she adds the level of elf to her level in an arcane spell casting class, then determines spells per day and caster level accordingly. If the character has no spell casting class, they gain the spell casting ability of a 1st level arcane caster of their favored class. Wood elves and aquatic elves gain the casting ability of a 1st level sorcerer (their favored class is not an arcane spell casting class).

Elfsight (Ex): An elf has exceptional visual acuity. Her bonus on Search and Spot checks increases by +2. In addition, an elf's low-light vision increases in range, allowing her to see three times as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. At 4th level the bonus on Search and Spot inceases by +2 again and the elf's low light vision increases to four times.

Resist Enchantments (Ex): An elf's bonus on saves against enchantment spells or effects increases by 2.

Weapon Focus (Ex): At 2nd level, an elf gains Weapon Focus as a bonus feat. This feat must apply to a weapon that they have a racial proficiency with.

Ability Boost (Ex):At 3rd level, one of an elf's ability scores increases by 2 points. The ability score increased must be the same ability score in which the subrace gains a racial bonus.

Bonus Feat: At 4th level, a elf gets a bonus racial-oriented feat in addition to the feat that a character of any class gets from advancing levels. These bonus feats must be drawn from the feats listed here:

Weapon Specialization (Ex): At 5th level, an elf gains Weapon Specialization as a bonus feat. This feat must apply to a weapon that they have a racial proficiency with and one that they have also applied the Weapon Focus feat.

Exiled Elf (Racial Class)

Special: Only members of the drow, dusk elf, and shadow elf subraces may take levels in Exiled Elf.

Alignment: Usually Evil

Hit Die: d6.

Class Skills

The exiled elf's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge [all skills, taken individually] (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).

Skill Points at 1st Level: (4 + Int modifier) x4.

Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Exiled Elf

Level

Base Attack Bonus

Fort Save

Ref Save

Will Save

Special

1st

+0

+0

+2

+0

Improved Spell-like abilities, Spells per Day

2nd

+1

+0

+3

+0

Weapon Focus, Light Sensitivity

3rd

+2

+1

+3

+1

Ability Boost, Spells per Day

4th

+3

+1

+4

+1

Elf Sight +4, Bonus Feat

5th

+3

+1

+4

+1

Weapon Specialization, Spells per Day

Class Features

All of the following are class features of the exiled elf class.

Weapon and Armor Proficiency: Exiled elves are proficient with all simple weapons, rapiers, longswords, shortbows, and longbows. Exiled elves are proficient with light armor, but not with shields.

Spells per Day: At 1st, 3rd, and 5th level, an exiled elf gains new spells per day as if he had also gained a level in an arcane or divine spell casting class. He does not, however, gain any other benefit a character of that class would have gained (bonus metamagic feats, and so on). This essentially means that he adds the level of elf to his level in an arcane or divine spell casting class, then determines spells per day and caster level accordingly. If the character has no spell casting class, they gain the spell casting ability of a 1st level caster of their favored class. Shadow elves gain the casting ability of a 1st level wizard (their favored class is not an arcane spell casting class).

Improved Spell-Like Abilities: At 1st level, a exiled elf gains one additional daily use of each of his innate spell-like abilities. If the exiled elf has no spell like abilities, this has no effect.

Weapon Focus (Ex): At 2nd level, an exiled elf gains Weapon Focus as a bonus feat. This feat must apply to a weapon that they have a racial proficiency with.

Light Sensitivity (Ex): A 2nd-level exiled elf's light blindness is lessened to light sensitivity. Instead of being blinded by bright light, he is merely dazzled in bright sunlight or within the radius of a daylight spell. If the exiled elf has no light sensitivity, this has no effect.

Ability Boost (Ex):At 3rd level, one of an exiled elf's ability scores increases by 2 points. The ability score increased must be the same ability score in which the subrace gains a racial bonus.

Bonus Feat: At 4th level, a exiled elf gets a bonus racial-oriented feat in addition to the feat that a character of any class gets from advancing levels. These bonus feats must be drawn from the feats listed here:

Weapon Specialization (Ex): At 5th level, an exiled elf gains Weapon Specialization as a bonus feat. This feat must apply to a weapon that they have a racial proficiency with and one that they have also applied the Weapon Focus feat.

Elf Racial Feats

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ARCHERY MASTER [ELF]

Your aim and proficiency with the bow is greatly influenced by your races natural abilities.

Prerequisites: Dex 15+, Proficiency with Racial Weapon (any bow), Weapon Focus (any bow), base attack bonus +6 or higher.

Benefit: By spending a full round action to fire a bow, you may double your Dexterity bonus, so long as you only fire one arrow.

BLADE DANCE [ELF]

You have studied the elven swordplay art known as the blade dance.

Prerequisites: Proficiency with racial weapons, Elven Martial Focus, base attack bonus +3.

Benefit: You gain a +1 bonus that may be used as a attack bonus or a dodge bonus. You must designate where you wish to use the bonus, but you must decide at the start of your turn and cannot change it until the start of your next turn.

BLOOD OF MAGIC [ELF]

Your ancient fey blood allows you to apply metamagic feats to your spells quickly and instinctively.

Prerequisites: Cha 13+, any two metamagic feats, arcane spellcaster level 1st+.

Benefit: You can cast a spell enhanced by your own metamagic feats as a standard action. Metamagic feats used in conjunction with this feat affect the level of the spell normally. You can use this ability a number of times per day equal to your charisma bonus. This lets you shorten the casting time for only the first metamagic feat applied to a spell; additional metamagic feats lengthen the casting time as normal.

Normal: A bard or sorcerer using a metamagic feat must cast the enhanced spell as a full-round action.

ELVEN ARCANA [ELF]

The fey magic that infuses your body and soul helps power your spells.

Prerequisites: Cha 13+, any two metamagic feats, arcane spellcaster level 1st+.

Benefit: Pick one metamagic feat you know. When you cast a spell using that feat, you can use a spell slot one level lower than what would normally be required. This can not lower the level of the metamagic spell below the level of the actual spell.

Special: You can gain elven arcana multiple times. Its effects do not stack. Each time you take the feat, it applies to a new metamagic feats.

ELVEN MARTIAL FOCUS [ELF]

You are particularly adept at using your race's weapons.

Prerequisites: Proficiency with racial weapons, base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapon in which you have a racial weapon proficiency.

Special: You cannot gain this feat multiple times; however, its effects do stack with weapon focus and similiar feats and abilities. This feat may also replace weapon focus as a prerequisite for weapon specialization.

FORSAKEN EXILE [ELF]

Your blood line has been exiled. You are looked down upon by other elves and outright despised by others.

Prerequisites: Drow, dusk elf, or shadow elf.

Benefit: You gain a +4 racial bonus to Intimidate checks. This bonus increases to a +6 with regard to other elf races. However, you suffer a -4 racial penalty to Bluff checks and Diplomacy checks involving other elves.

IMPROVED REVERIE [ELF]

With just a short peroid of meditation you can become complete rested.

Prerequisites: Cha 13+, Wis 13+, reverie racial ability.

Benefit: Your elven meditation takes only 1 hour each night, providing you with the human equivalent of 8 hours of sleep.

Normal: Elves mediate for 4 hours a day to gain the same benefit of 8 hours of sleep.

Elf Equipment

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Table: Elven Armor
           

–— Speed —–

 

Armor

 

Cost

 

Armor/Shield Bonus

Maximum Dex Bonus

Armor Check Penalty

Arcane SpellFailure Chance

(30 ft.)

(20 ft.)

Weight

Elven Chainmail

4,150 gp

+5

+4

–2

20%

30 ft.

20 ft.

20 lb.

Elven Full plate

10,500 gp

+8

+3

–3

25%

20 ft.

15 ft.

25 lb.

Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds. Any elf that is proficient with light armor can wear elven chain with no problems.

Elven Full Plate: This extremely light full plate mail is made of mithral plates fixed onto a back of elven chain. Speed while wearing a suit of elven full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor and weighs 25 pounds. Any elf that is proficient with medium armor can wear elven chain with no problems.

Table: Elven Weapons

Exotic Weapons

Cost

Dmg (S)

Dmg (M)

Critical

Range Increment

Weight

Type

Elven Blade

550 gp

1d6

1d8

x3

2 lb.

S or P

Elven Longbow

290 gp

1d6

1d8

x3

150 ft.

2 lb.

P

Elven Blade: This thin bladed sword looks like a cross between a longsword and a rapier. Its blade is fully constructed of mithral and light and easy to use. Because the skill required to make an elven blade and the material of its construction, it is considered to be masterwork and grants a +1 bonus to attack to anyone that properly uses it. Any elf that is proficient with a longsword or a rapier is also proficient with an elven blade. Those without elven blood must use an exotic weapon proficiency to properly wield an elven blade.

Elven Longbow: This finely crafted longbow is made from darkwood and has many elven runes and symbols decorating its length. Elven longbows are considered to be masterwork weapons and grants a +1 bonus to attack to anyone that properly uses it. Any elf that is proficient with a longbow also proficient with an elven longbow. Those without elven blood must use an exotic weapon proficiency to properly wield an elven longbow. Because of its sturdy construction, an elven longbow can also be wielded as a club when unstrung, dealing 1d6 bludgeoning damage with a x2 critical multiplier (1d4 if small).

 

Last Updated ( Tuesday, 19 June 2007 )
 
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