Elf - Pathfinder 2e Stat Block


For more information on elves, see the following articles: Astral, Moon, Sun, Wood
The following is the mechanical implementation of elves for the Pathfinder 2e system. For implementations in other systems, please see the full article linked above.

Ancestry


All elves gain the Elf ancestry, and count as an Elf for all mechanical purposes.

Standard Ancestry Traits


Hit Points
Elves begin play with 6 hit points from their ancestry.

Size
Elves are Medium creatures.

Speed
Elves have a base speed of 30 feet.

Attribute Boosts (Replaced by Heritage)
Elves do not use the Elf ancestry attribute boosts, and instead use their heritage's attribute boosts.

Attribute Flaw (Replaced by Heritage)
Elves do not use the Elf ancestry attribute flaw, and instead use their heritage's attribute flaw.

Languages
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose a number of additional languages equal to their Intelligence modifier from the following: Draconic, Empyrean, Fey, Gnomish, Goblin, Kholo, Orcish, and any other languages to which they have access (such as the languages prevalent in their region).

Sensory Ancestry Traits


Low-Light Vision
Elves can see in dim light as though it were bright light, so they ignore the concealed condition due to dim light.

Heritages


In this system, only four Elf heritages exist: astral elves, moon elves, sun elves, and wood elves. All elves must select the heritage associated with the type of elf they are. For example, a sun elf must select the Sun Elf heritage, and cannot select the Moon Elf heritage.

If a versatile heritage is chosen, then the elf receives the attribute boosts and flaw from their chosen Elf heritage, but otherwise uses their versatile heritage, losing any additional mechanical benefits from the Elf heritage. For example, a sun elf / ifrit character would gain the attribute boosts and flaw of the Sun Elf heritage, but mechanically would possess the Ifrit versatile heritage, losing the Sun Elf heritage's innate resistances.

Astral Elf

You have an inborn ability to detect and understand magical phenomena. You can cast the Detect Magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill. You count as a Seer Elf for all mechanical purposes.

Attribute Boosts: Dexterity, Intelligence, Free
Attribute Flaw: Wisdom

Moon Elf

You traveled with the caravans of the frozen north and have gained incredible resilience against cold environments, granting you cold resistance equal to half your level (minimum 1). You treat environmental cold effects as if they were one step less extreme (incredible cold becomes extreme, extreme cold becomes severe, and so on). You count as an Arctic Elf for all mechanical purposes.

Attribute Boosts: Dexterity, Charisma, Free
Attribute Flaw: Constitution

Sun Elf

You were raised under the desert's blazing heat, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (minimum 1), and environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on). You count as a Desert Elf for all mechanical purposes.

Attribute Boosts: Strength, Charisma, Free
Attribute Flaw: Wisdom

Wood Elf

You've adapted to life in the forest, the deep jungle, or a similar environment, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed. You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind. You count as a Woodland Elf for all mechanical purposes.

Attribute Boosts: Dexterity, Wisdom, Free
Attribute Flaw: Intelligence

Ancestry Feats


Below are unique ancestry feats available only to the different Elf heritages.

Savor the Memory

Feat 1 - Common
Traits: Divination, Elf, Mental, Primal
Prerequisites: Wood Elf

Frequency: Once per hour
Requirements: At least one mouthful of raw flesh from a creature that died within the last hour, or the bodily essence of a living creature

You inherit a flicker of the dead’s experience. Upon consuming the flesh of a creature that has been dead for no more than 1 hour, you receive a vivid memory from that creature’s life. The GM chooses this memory, which may offer insight into a formative event, a recent emotion, or a sensory detail. You then gain a +1 status bonus to a single check to Recall Knowledge or Sense Motive (such as a Perception check to Sense Motive or a Society check to identify cultural context) about that creature or its kind. You must use this bonus within 24 hours, or it is lost.

If you instead taste the living bodily essence of a sentient creature (such as a drop of blood, a tear, or a kiss), you receive a fleeting impression of their emotions, but no mechanical benefit. This ability has no effect if the target's mind is shielded from divination or mental effects, and it does not function if you are under effects that block your sensory connection to the target.

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