The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them.
Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves’ long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.
However, their links to nature are not entirely driven by pragmatism. Elves’ bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.
Description
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations. However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar. Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.
While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters.
Racial Traits
Ability Adjustment: +2
Dexterity, +2
Intelligence, and –2
Constitution. Elves are nimble, both in body and mind, but their form is frail.
Size: Medium.
Speed: Elf base land speed is 30 feet.
Type: Humanoid (Elf).
Age: Elves live to be much older than most other mortal races, reaching adulthood at around 110 years old and typically living to at least 300 years of age.
Vision: Low-Light Vision. Elves can see twice as far as humans in conditions of dim light.
Special Qualities
Elven Immunities: Elves are immune to magic sleep effects and gain a +2
Racial bonus to
Saving Throws against
Enchantment spells and effects.
Elven Magic: Elves receive a +2
Racial bonus on
Caster Level checks made to overcome
Spell Resistance. In addition, elves receive a +2
Racial bonus on
Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2
Racial bonus on
Perception checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Languages
Automatic Languages: Common and Elven.
Bonus Languages: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Elven Subraces
While many view elves as a monolithic race, there are a broad spectrum of cultural and physical differences between them separating the race into one of a handful of subraces. While these categorizations were at one point in time more geographically focused, the nature of modern elven society leaves them much more evenly distributed. While on a local scale, an elven town, city, or enclave may be a mono-culture, it is a rarity to find an entire region populated by only one type of elf. Of notable exception to this is the Umbral Eladrin, known to the common tongue as the Drow, and the Fey Eladrin, who live almost exclusively in the Feywild.
Moon Eladrin
The most commonly encountered of the elven sub-races are the Moon Eladrin, known in the elven tongue as Ithil Eladrin, or Moon Elves in common. They have fair skin, sometimes tinged with blue, and hair typically of silver-white, black, or blue; human-like colors are somewhat rare. Their eyes are often blue or green, with gold flecks. They prefer to dress in rustic clothes of simple cuts and fashions that are nevertheless of fine and exquisite make. They adorn their dress with embroidered patterns, beads, and similar trappings, preferring earthen colors for everyday wear, hues that make it easy to conceal themselves in foliage. In places of safety or in times of revelry, they enjoy dressing in bold colors - the more brightly colored, the better. Hair is worn in braids or ponytails, twined with wires or beads.
Moon Eladrin are more impulsive than the other elves, and dislike remaining in one place for any significant amount of time. They are happiest when traveling, especially across the expanses of untrodden wilderness that exists far from civilization. This is the single greatest reason why they are so much more friendly and accommodating to other races than many other elves: Moon Eladrin do not isolate themselves behind impervious defenses as is common amongst their brethren and, having watched humankind for much longer than their sun or sylvan kin, know that non-elves aren't nearly as foolish and unimportant as many other elves assume. They feel that engaging promising human realms and instilling elven values and culture in these young lands is a better way for the elven race to survive and thrive than hiding away and avoiding all contact with ambitious, grasping humans.
Moon Eladrin are drawn to adventure through sheer wanderlust, desiring to see and do everything possible during their long lives. They believe that a single person of good heart who stands up to injustice or evil can make a big difference, and the typical moon elf adventurer tends to be a wandering protector of the common folk, rather than a dungeon-plundering slayer of monsters.
Moon Eladrin gather in loose bands, composed of a dozen or so extended families. Leadership is democratic; all elves of the band have a say in important decisions, although the voices of one or two of the wiser and more experienced family heads tend to carry the day. In times of danger, the band chooses an elder or war-leader to see them through the peril. Moon Eladrin travel light and travel often, rarely staying in the same place for more than a season or two before moving on.
As the most commonly encountered elves outside of elven lands, their racial traits are the default traits for elves presented above.
Sun Eladrin
Also known as Anar Eladrin, or Sun Elves, the Sun Eladrin they are responsible for the majority of the great magical and architectural wonders of elven legend, although they often were combined efforts and involved the other elven subraces as well. Their people are famed for their command of both arcane and divine magic, matched only by the ancient
Imaskar and
Netherese Empires. Works of elven high magic that predate human civilization entirely still survives in the hidden refuges of the Sun Eladrin. The works of the Sun Eladrin are the stuff of legend, and they played an integral part in the history of Astora for millennia. Fully aware of this, they often distance themselves from non-elf races and rarely allow such "lesser beings" into their lands.
Sun Eladrin have bronze skin, hair of golden blond, copper, or black, and eyes of green or gold. They favor contemplation, lore, and study over the quick games and light-hearted songs of other elves, but seem to embody the unearthly beauty, grace, and presence of the elven folk. They dress in clothing that is at the same time magnificent and understated, favoring cool colors such as blue and green. They decorate their clothes with intricate gold or mithral thread embroidery in exacting patterns whose subtle designs are easy to miss at first. Jewelry is simple but painstakingly crafted.
Of all the elven sub-races, Sun Eladrin are the most arrogant and haughty. They believe that they are the true elven race, the builders and the leaders of the elven realms, and that the other elven sub-races fail to live up to the solemnity and dignity of their ancient stock. They believe that they were selected by their gods to be the defenders of elven tradition and history. They are also the most patient of the elven races, and they devote their time to perfecting a task rather than just merely completing the task. To a sun elf, rushing a job or finishing a project in anything less than perfection is betraying the elven ideal. As a result, they tend to have a much narrower range of skills than other elves, but they are the unrivaled masters of the skill, art, or craft to which they turn their efforts. The only exception to this rule is combat. Sun Eladrin have no love for combat, but they are nevertheless well trained in its ways. They view combat as a necessary evil, and one that should be resolved quickly so the task can be done and one can return to more pleasant and constructive pursuits.
Sun Eladrin are the least likely of the elven sub-races to take up the adventurer's path. They see little point in roaming around the world and meeting other peoples, especially when any sun elf can enjoy as much comfort, study, and contemplation as they like by remaining in one of the hidden sun elf realms. Most sun elf adventurers are more properly thought of as spies, dutiful scouts who make it their lifelong task to observe the other peoples of Astora and keep a vigilant watch for the rise of any threats to the elven homelands. A few Sun Eladrin are also drawn to the mystery of ancient power and seek to add to the lore of their people by exploring ruins of ancient empires all across the continent.
Sun Eladrin revere wisdom and learning. Even the humblest sun elf abode features a room or two filled with old scrolls, maps, and books. Sun Eladrin have a strong tradition of rule by nobility, and most sun elf communities are ruled by a monarch who can trace their line back to the
Era of First Flowering. Where a human noble measures their power by the expanse of the lands under their rule and the numbers of soldiers at their command, a sun elf noble is known by the honor of their family name, the magical power and lore their family has accumulated, and the wealth and beauty of their palatial home.
Ability Adjustments: +2
Intelligence, +2
Wisdom, -2
Constitution. Sun Eladrin value study, contemplation, and perceptiveness over the feats of agility learned by most of their kin.
Alternate Traits: Sun Eladrin trade
Keen Senses,
Weapon Familiarity, and their normal languages for
Arcane Focus,
Elven Arrogance, and
Illustrious Urbanite.
Sylvan Eladrin
The most numerous of Astora's elven races, Sylvan Eladrin, known in common as Wood Elves, are a youthful spirited and confident folk who hold the old elven forest homelands in strength. They do not view their homelands as a land apart from the rest of the world; they understand better than their kindred that for better or worse, their fates are bound up with the fates of the other human races around them.
Sylvan Eladrin have coppery skin tinged with green, and brown, green, or hazel eyes. Hair is usually brown or black, occasionally blond or coppery-red. They prefer to dress in simple clothing, similar to the Moon Eladrin but not quite so colorful. They favor a simple cut to tunic or dress, set off by common embroidery in natural designs. They are particularly fond of leather armor, and they often wear lovingly tooled and well-crafted suits even when they do not feel endangered. Their clothing, leather armor or not, is usually in dark shades of green and earth tones to better blend with their natural surroundings. They are a humble race and only rarely do they enhance their appearance with jewelry or similar accessories.
Sylvan Eladrin are calm, serene, and difficult to surprise. Their patience is legendary. They are at one with the world of nature, and are not comfortable in areas of heavy civilization. They have lost the urge to build and replace nature with walls and palaces; even the cities built by their elven kin seem to be foolish to the Sylvan Eladrin. They have come to believe that buildings of stone are transitory in nature, and that in time, the forest returns to overgrow the greatest of cities. Other races interpret this attitude as fatalistic or condescending, and as a result Sylvan Eladrin find it hard to understand other races. They live at ease with nature, using what naturally occurs in the world to shelter or defend themselves. They are not nomadic, and claim large territories deep in the woodlands of Astora. Some choose to do without houses, furnishings, and any possessions they can't carry, using the high branches of great trees or natural caves in their roots for shelter and storage. Most instead prefer to dwell in small villages of permanent homes of natural fieldstone and lovingly carved wood, so carefully concealed among the surrounding wilderness that a hunter might walk through the center of a village and not even notice that they had done so.
Sylvan Eladrin adhere to a tradition of leadership by their oldest and most experienced druids, although most villages form a council of elders selected from the wisest and most experienced elves of each family to handle day-to-day affairs. The druidical hierarchy serves to unite Sylvan Eladrin of different villages and weld all the Sylvan Eladrin of a particular forest into a common realm. The druids do not presume to tell the elders how to run a village, but the elders generally give great weight to anything a druid chooses to say.
Sylvan Eladrin excel in the hunt. They spend much of their time stalking their chosen territory on the search for food or intruders into their realm. The rest of their time is spent frolicking among the branches; in this regard, they are quite similar to Moon Eladrin.
Ability Adjustments: +2
Dexterity, +2
Strength, -2
Intelligence. Sylvan Eladrin are stronger and sturdier than other elves, but are much less cerebral and intuitive.
Alternate Traits: Sylvan Eladrin trade
Elven Immunities,
Elven Magic,
Keen Senses, and
Weapon Familiarity for
Fleet Footed,
Silent Hunter,
Slender, and
Woodcraft.
Note: Sylvan Eladrin are granted Silent Hunter and Woodcraft, despite both replacing Elven Magic.
Fey Eladrin
Perhaps the most elusive and mysterious of the elves is the Fey Eladrin. While all elves trace their origin back to the
Feywild, the Fey Eladrin either never left or returned to their ancestral home, and are thus bound to and altered by the plane's magic. As such, they are a rare sight on Astora, though their powerful sense of wanderlust means they frequently visit the
Prime Material Plane seeking adventure in an attempt to satiate their boredom. Moody and impulsive, Fey Eladrin are a mercurial people, prone to sudden mood swings and inclined to act on them with little thought towards the consequences of their actions.
Like most elves, Fey Eladrin are slender and tall, with a shine in their eyes that betrays their connection to the
Feywild. Their hair and skin are known to shift hue along with their mood, matching the colors of the season (tinged blue for winter, green for spring, gold for summer, and orange for autumn). They have no settlements or permanent presence on Astora, though their homes are known by description to display extraordinary feats of elven architecture, blending magic, nature, and structure into awe-inspiring landscapes. Their culture can be traced back further than any other elven culture, though the unpredictable flow of time of the
Feywild makes it impossible to assess whether it is in fact older than their Astoran counterparts.
Like most natives of the fey, the motivations and drives of the Fey Eladrin are simultaneously quite simple and impossibly opaque. Whilst undoubtedly an unpredictable wild card in any group, they are nonetheless exceedingly loyal to those they call friends, and make exceptionally strong bonds to those they deem worthy.
Ability Adjustments: +2
Dexterity, +2
Charisma, -2
Constitution. Fey Eladrin lack the studiousness and interest in higher learning of their Astoran counterparts, but are deeply in tune with their emotions and the empathic magic of the Fey.
Alternate Traits: Fey Eladrin trade
Elven Immunities,
Elven Magic,
Keen Senses,
Weapon Familiarity, and
Low-Light Vision for
Behind the Veil,
Dreamspeaker,
Fey Magic,
Fey Sighted, and
Fey Thoughts.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above.
Ageless Patience: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2
Racial bonus when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.
Aquatic Mastery: Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the DC of any spell with the water descriptor they cast by 1. This replaces weapon familiarity.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2
Racial bonus on
Concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Behind the Veil: Characters with this trait gain a +2
Racial bonus on
Bluff and
Sleight of Hand checks while benefiting from
Concealment or
Cover. Elves can take this trait in place of
Low-Light Vision.
Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2
Racial bonus on
Saving Throws against necromancy spells and spell-like abilities and spells and spell-like abilities with the curse descriptor, as well as on
Saving Throws to remove temporary negative levels. This racial trait replaces elven immunities.
Crossbow Training: An elf with this trait can reload a light crossbow as a
Free Action and a heavy crossbow as a
Move Action, provided that they are proficient with the weapon. If they select the
Rapid Reload feat for a heavy crossbow, they can reload the weapon as a
Free Action. This racial trait replaces weapon familiarity.
Darkvision: Though uncommon, some groups of elves are born with
Darkvision, rather than
Low-Light Vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain
Darkvision with a range of 60 feet, but also gain sensitivity to light and are
Dazzled in areas of bright light or within the radius of a
Daylight spell. This racial trait replaces
Low-Light Vision.
Devoted Companion: While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a +1
Racial bonus on attack rolls and
Caster Level checks while adjacent to an ally who has been reduced to fewer than half their maximum hit points. This replaces elven magic and weapon familiarity.
Dimdweller: Whenever characters with this trait benefit from
Concealment or full concealment due to
Darkness or dim light, they gain a +2
Racial bonus on
Intimidate,
Perception, and
Stealth checks. Elves can take this trait in place of weapon familiarity.
Disinterested Observer: Elves who frequently interact with shorter-lived species often come to rely on their ability to wait out such impatient races. These elves gain a +1
Racial bonus on attack rolls and skill checks made as part of readied actions in combat. This racial trait replaces the elven magic and weapon familiarity traits.
Dragon Magic: Some elves have potent draconic blood. Elves with this racial trait who take a
Draconic Bloodline as a class feature treat their
Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class
Spell Lists for any spellcasting classes in which they have levels. This racial trait replaces elven magic.
Draconic Consular: Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1
Racial bonus on
Diplomacy and
Knowledge (arcana) checks. This racial trait replaces keen senses.
Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with
Charisma scores of 15 or higher may use
Dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
Dusksight: When making ranged attacks, characters with this trait can reroll the miss chance granted by
Cover to any target in dim light, and take the better of the two rolls. The miss chance for total
Concealment applies normally. Elves can take this trait in place of keen senses.
Eastern Weapon Mastery: Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. This replaces weapon familiarity.
Elven Arrogance: Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their
Racial bonus on
Saving Throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high
Intelligence scores, they can select bonus languages from only 1 ancient language, Celestial, Draconic, and Sylvan.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an
Intelligence score of 11 or higher gain the following spell-like abilities once per day:
Comprehend Languages,
Detect Magic,
Detect Poison, and
Read Magic. The
Caster Level for these effects is equal to the elf’s level. This racial trait replaces elven magic.
Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1
Racial bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces elven magic.
Fey Magic: The character has a mystic connection to one terrain type, selected from the
Ranger’s favored terrain list. The character selects three 0-level
Druid spells and one 1st-level
Druid spell. If the character has a
Charisma score of 11 or higher, when in the selected terrain, they gain these spells as spell-like abilities that can be cast once per day. The
Caster Level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s
Charisma modifier. These spells are treated as being from a fey source for the purposes of the
Druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses.
Fey-Sighted: Elves with this racial trait gain
Detect Magic as a constant spell-like ability, with a
Caster Level equal to their character level. This racial trait replaces elven magic.
Fey Thoughts: Select two of the following skills:
Acrobatics,
Bluff,
Climb,
Diplomacy,
Disguise,
Escape Artist,
Fly,
Knowledge (nature),
Perception,
Perform,
Sense Motive,
Sleight of Hand,
Stealth,
Swim, or
Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity.
Fleet-Footed: While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive
Run as a bonus feat and a +2
Racial bonus on
Initiative checks. This racial trait replaces keen senses and weapon familiarity.
Human-raised: Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain
Skill Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Illustrious Urbanite: City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain
Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2
Racial bonus on
Bluff and
Linguistics checks to omit or cover up facts. This racial trait replaces elven magic.
Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1
Racial bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic.
Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with
Intelligence scores of 10 or higher may use
Light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
Long-Limbed: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
Loremasters: Some elves are steeped in lore older than most civilizations. They gain a +2
Racial bonus on
Knowledge (history),
Knowledge (local), and
Spellcraft checks. This racial trait replaces elven magic and keen senses.
Memories Beyond Death: Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2
Racial bonus on
Saving Throws against
Fear effects. They also choose two
Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1
Racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic.
Moonkissed: Elves with this alternate racial trait gain a +1
Racial bonus on
Saving Throws. This replaces elven immunities and keen senses.
Natural Swimmer: Elves with this trait gain a +2
Racial bonus on
Swim checks and can always take 10 on a
Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.
Overwhelming Magic: Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain
Spell Focus as a bonus feat. This racial trait replaces elven magic and weapon familiarity.
Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1
Racial bonus on
Bluff and
Diplomacy checks against humanoids and a +2
Racial bonus on
Saving Throws against
Transmutation spells and spell-like effects. This racial trait replaces elven immunities.
Retreat Magic: Some elves specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a +1
Racial bonus to their caster levels for the purpose of determining the range and duration of all
Conjuration and
Illusion spells that they cast. This racial trait replaces elven magic.
Sense Thoughts: Some elves are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use
Detect Thoughts as a spell-like ability once per day, with a
Caster Level equal to their character level. This replaces elven immunities and keen senses.
Shadowhunter: Characters with this trait deal 50% weapon damage to
Incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2
Racial bonus on
Saving Throws to remove
Level Drain, and recover physical
Ability Damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity.
Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1
Caster Level. Elves can take this trait in place of elven magic.
Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait take no penalty for using
Stealth while moving up to their normal speed, and reduces the penalty for using
Stealth while attacking, running, or charging by 5. This racial trait replaces elven magic.
Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2
Racial bonus on
Escape Artist checks, on
Combat Maneuver Checks to escape a
Grapple, and to
CMD against grapples. This racial trait replaces elven immunities.
Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4
Racial bonus on
Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.
Tongue of the Sea: Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high
Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages.
Urbanite: Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2
Racial bonus on
Diplomacy checks made to gather information and
Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses.
Vigilance: Elves with this racial trait gain a +2
Dodge Bonus to AC against attacks by chaotic creatures. This trait replaces elven magic.
Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1
Racial bonus on
Knowledge (nature) and
Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.
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