Sun Elf - Pathfinder 1e Stat Block


For more information on sun elves, see the full article: Sun Elf
The following is the mechanical implementation of sun elf for the Pathfinder 1e system. For implementations in other systems, please see the full article linked above.

Standard Racial Traits


+2 Strength, +2 Charisma, -2 Wisdom
Sun elves tend to be physically stronger than other elves and have strong personalities, but struggle to empathize with others.

Elf
Sun elves are humanoids with the elf subtype.

Medium
Sun elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed
Sun elves have a base speed of 30 feet.

Languages
Sun elves begin play speaking Common and Elven. Sun elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, and Sylvan.

Offensive Racial Traits


Weapon Familiarity
Sun elves are proficient with longbows (including composite longbows), longswords, khopeshes, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Defensive Racial Traits


Elven Immunities
Sun elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.

Light Resistance
Sun elves are immune to the dazzled condition and gain a +2 racial bonus on saving throws against effects that cause blindness or rely on bright light.

Feat & Skill Racial Traits


Keen Senses
Sun elves receive a +2 racial bonus on Perception checks.

Magical Racial Traits


Blessings of Anatolé (Su)
A sun elf can cast Daylight and Flare Burst, each once per day, using their total character level as their caster level.

Dominant Magic
Sun elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, sun elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Sensory Racial Traits


Low-Light Vision
Sun elves can see twice as far as humans in conditions of dim light.

Alternate Racial Traits


Replaces Elven Immunities


Blightborn
Sun 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 / spell-like abilities and spells / spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces Elven Immunities.

Dreamspeaker
A few sun elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Sun 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, sun 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 sun elf’s character level). This racial trait replaces Elven Immunities.

Heat Resistance
Sun elves who dwell in the desert have developed natural resistance to the scorching dangers of their homelands. Sun elves with this racial trait gain fire resistance 5. This racial trait replaces Elven Immunities.

Perfect
The eerie beauty of some sun elves cannot be denied. Sun 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.

Slender
Sun elves often appear unnaturally thin by other races’ standards. Sun 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.

Replaces Dominant Magic, Elven Immunities


Lightbringer
Many sun elves revere the Sun, but some are literally infused with the radiant power of the heavens. Sun 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). Sun elves with Intelligence scores of 10 or higher may use Light at will as a spell-like ability. This racial trait replaces the Dominant Magic and Elven Immunities racial traits.

Memories Beyond Death
Some sun elves are born with souls that absorb insight from others and from the spirits of the deceased. These sun 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 Dominant Magic and Elven Immunities.

Replaces Elven Immunities, Keen Senses


Sense Thoughts
Some sun 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. Sun 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 racial trait replaces Elven Immunities and Keen Senses.

Sunkissed
Some sun elves are mystically warded from birth against dangers both mental and physical. Sun elves with this alternate racial trait gain a +1 racial bonus on saving throws. This racial trait replaces Elven Immunities and Keen Senses.

Replaces Dominant Magic


Creepy
For some sun elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these sun elves cast that cause confusion or fear. In addition, sun elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces Dominant Magic.

Desert Runner
Sun elves thrive in the deepest deserts, forever roaming across parched lands. Sun elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot environments. This racial trait replaces Dominant Magic.

Envoy
Sun 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. Sun 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 sun elf’s level. This racial trait replaces Dominant Magic.

Eternal Grudge
Sun elves grow up in isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Sun elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces Dominant Magic.

Fey-Sighted
To some sun elves with fey heritage, magic is a visible presence they have known all their lives. These sun elves have Detect Magic as a constant spell-like ability, with a caster level equal to their character level. This racial trait replaces Dominant Magic.

Sandmelding
A few rare sun elves are able to supernaturally blend with their surroundings to avoid the eyes of outsiders. Sun elves with this alternate racial trait can use Meld into Stone as a spell-like ability once per day, with a caster level equal to their character level, except that they instead meld with sand and wastelands, and the spell duration is 1 round per level. This racial trait replaces Dominant Magic.

Keeper of Secrets
Some sun elves seek to hoard 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 Dominant Magic

Light Against Darkness
Some sun elves have training to combat the corruption of demons. Sun elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces Dominant Magic.

Retreat Magic
Sun elves raised in the traditions of those who protected elven holdings specialize in magic that fools foes into misjudging elven numbers and locations. These sun 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 Dominant Magic.

Lightbending
Some illusionists are experts in manipulating light. Characters with this trait cast spells with the light descriptor at +1 caster level. Sun elves can take this trait in place of Dominant Magic.

Silent Hunter
Some sun elves are renowned for their subtlety and skill. Sun elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces Dominant Magic.

Vigilance
Some sun elves train to fight against demons and evil fey with a zeal that leaves them little time to hone their magic traditions. Sun elves with this racial trait gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces Dominant Magic.

Wasteland Survivor
Sun elves know the deep secrets of the desert like no others. Sun elves with this racial trait gain a +2 racial bonus on Knowledge (Nature) and Survival checks in desert terrain. This racial trait replaces Dominant Magic.

Replaces Dominant Magic, Keen Senses


Ancient-Born
Sun elves who come from ancient elven civilizations 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 Dominant Magic and Keen Senses.

Replaces Dominant Magic, Weapon Familiarity


Disinterested Observer
Sun 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 Dominant Magic and Weapon Familiarity traits.

Human-Raised
Sun elves raised outside of elven communities are rare, but accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these sun elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces Dominant Magic and Weapon Familiarity.

Overwhelming Magic
Some sun 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 sun elves gain Spell Focus as a bonus feat. This racial trait replaces Dominant Magic and Weapon Familiarity.

Poison Minion
Denizens of the Blackreach sometimes augment their slaves and frontline warriors by making them toxic, causing their bodies to internally produce mawbane poison (see below). The resulting poisonous creature makes a potent weapon in the effort to discourage neighboring monsters. Any creature that hits such a character with a bite attack is immediately exposed to its poison. The save DC for this poison is equal to 10 + ½ the character’s hit dice + the character’s Constitution modifier. This racial trait replaces Dominant Magic and Weapon Familiarity.

Mawbane Poison—ingested; save Fortitude as above; frequency 1 / round for 4 rounds; effect 1d2 Constitution damage; cure 1 save.

Spirit of the Waters
Some sun elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and oases. 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 the longspear, trident, and net. This racial trait replaces Dominant Magic and Weapon Familiarity.

Replaces Keen Senses


Blended View
Prerequisite: Low-Light Vision. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Sun elves can take this trait in place of Keen Senses.

Draconic Consular
Sun elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge (Arcana) checks. This racial trait replaces Keen Senses.

Dusksight
Characters who operate below canopies or fight in dimly lit caves and shadowy planes of existence learn to use their low-light vision to deduce a foe’s position from the flickers of shadows around a target. 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. Sun elves can take this trait in place of Keen Senses.

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, she gains 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 spelllike 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. A sun elf can take this trait in place of Keen Senses.

Fey Wisdom
Sun elves with this racial trait gain a +1 racial bonus on Diplomacy and Knowledge (Nature) checks, and Knowledge (Nature) is a class skill for them. This racial trait replaces Keen Senses.

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 city elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces Keen Senses.

Urbanite
Sun 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. Sun 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.

Replaces Keen Senses, Weapon Familiarity


Fleet-Footed
While sun elves can be naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Sun 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.

Replaces Languages


Elven Arrogance
Sun elves are so convinced of elven superiority, 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 Celestial, Draconic, and Sylvan. This racial trait replaces a sun elf’s normal languages.

Tongue of the Sea
Sun elves with this racial trait begin play speaking Aquan and Elven. Sun elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Common, and Undercommon. This racial trait replaces a sun elf ’s normal languages.

Replaces Low-Light Vision


Behind the Veil
Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Sun elves can take this trait in place of Low-Light Vision.

Darkvision
Though uncommon, some groups of sun elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a moon elf in the elf’s ancestry, and can lead to persecution within the sun elf’s home community. Sun 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.

Replaces Weapon Familiarity


Arcane Focus
Some sun 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. Sun 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.

Crossbow Training
A sun elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces Weapon Familiarity.

Dimdweller
Characters with this trait are at home in gloomy conditions. Whenever these characters benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Sun elves can take this trait in place of Weapon Familiarity.

Fey Thoughts
The character sees the world more like a native of Iomlán. 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. A sun elf can take this trait in place of Weapon Familiarity.

??? Weapon Mastery
The sun elves of ??? are proficient with many of the weapons of the ???. Sun elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. This racial trait replaces Weapon Familiarity.

Long-Limbed
Sun elves with this racial trait have a base move speed of 35 feet. This racial trait replaces Weapon Familiarity.

Shadow Hunter
Those who understand the connection between shadows and the Still Waters know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, 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). Sun elves can take this trait in place of Weapon Familiarity.

Voice in the Darkness
Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Blackreach learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Sun elves can take this trait in place of Weapon Familiarity.

Favored Class Options


Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, sun elves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all sun elves who have the listed favored class.

  • Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
  • Arcanist: Increase total number of points in the arcanist’s arcane reservoir by 1.
  • Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
  • Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
  • Bloodrager: Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature.
  • Brawler: Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed.
  • Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
  • Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +½ to the number of uses per day of that domain power.
  • Druid: Add +⅓ to the druid's natural armor bonus when using wild shape.
  • Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
  • Gunslinger: Add +⅓ on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
  • Hunter: Choose a weapon from the following list: khopesh, longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +½ bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
  • Inquisitor: Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
  • Investigator: Increase the total number of points in the investigator’s inspiration pool by ⅓.
  • Kineticist: Gain a +¼ bonus on damage rolls that apply the kineticist’s elemental overflow bonus.
  • Magus: The magus gains ⅙ of a new magus arcana.
  • Medium: Gain a +⅓ bonus on all skill checks using occult skill unlocks.
  • Mesmerist: Gain a +½ bonus on Acrobatics checks to move through a threatened area and a +½ bonus on Bluff checks to feint.
  • Mesmerist: Add a +¼ bonus on grapple and trip combat maneuver checks.
  • Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
  • Occultist: Increase the occultist’s total number of points of mental focus by ½ point.
  • Oracle: Add +⅙ to the oracle's level for the purpose of determining the effects of one revelation.
  • Paladin: Add +½ hit point to the paladin's lay on hands ability (whether using it to heal or harm).
  • Psychic: Increase the total number of points in the psychic’s phrenic pool by ⅓ point.
  • Ranger: Choose a weapon from the following list: khopesh, longbow, longsword, rapier, shortbow, short sword, or any weapon with "elven" in its name. Add +½ on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
  • Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
  • Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
  • Shifter: Add 1 to the shifter’s base speed. This has no ingame effect unless the shifter has selected this reward five times (or any multiple of five) to enhance her speed by 5 feet. For example, a 4th-level elven shifter who has selected this option four times has a base speed of 34 feet, but is treated as if she still had a base speed of 30 feet. When she reaches 5th level and takes this favored class option again, her base speed becomes 35 feet. This bonus applies only when the shifter is wearing no armor.
  • Skald: Increase the bonus granted by the well-versed class feature by ¼ (maximum +8).
  • Slayer: Increase the studied target bonus on Perception and Survival checks by ¼. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
  • Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +½ to the number of uses per day of that bloodline power.
  • Sorcerer: Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add ⅓ to the effective caster level of the spell, for the purpose of determining the spells’ duration.
  • Spiritualist: Add ⅙ to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability.
  • Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
  • Swashbuckler: Increase the total number of points in the swashbuckler’s panache pool by ¼.
  • Vigilante: Gain +⅓ on all Acrobatics, Climb, and Stealth checks in arid areas.
  • Warpriest: Add ½ to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.
  • Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
  • Witch: Add a +½ bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession.
  • Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +½ to the number of uses per day of that arcane school power.

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