Wood Elf - Pathfinder 1e Stat Block
For more information on wood elves, see the full article: Wood Elf
The following is the mechanical implementation of wood elves for the Pathfinder 1e system. For implementations in other systems, please see the full article linked above.
Standard Racial Traits
+2 Dexterity, +2 Wisdom, -2 Intelligence
Wood elves are wiser than their elven cousins and can match them in speed, but do not share their educational values.
Elf
Wood elves are humanoids with the elf subtype.
Medium
Wood elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed
Wood elves have a base speed of 30 feet.
Languages
Wood elves begin play speaking Common and Elven. Wood elves with high Intelligence scores can choose from the following languages: Celestial, Draconic, Gnoll, Gnomish, Goblin, Orcish, and Sylvan.
Offensive Racial Traits
Weapon Familiarity
Wood elves are proficient with longbows (including composite longbows), longswords, shortswords, 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
Wood elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Feat & Skill Racial Traits
Keen Senses
Wood elves receive a +2 racial bonus on Perception checks.
Mask of the Wild
Wood elves gain a +2 racial bonus on Stealth checks while in foliage, heavy rain, falling snow, mist, or other natural phenomena, and Stealth is always considered a class skill for them.
Sensory Racial Traits
Low-Light Vision
Wood elves can see twice as far as humans in conditions of dim light.
Other Racial Traits
Savor the Memory
Wood elves have the unique ability to gain insight into the life of others through consumption. Once per hour, when a wood elf consumes at least one mouthful of raw or freshly killed flesh (within 1 hour of death), they receive a single vivid memory from the deceased creature’s life. This memory is chosen by the GM and may reveal insight such as a formative experience, recent strong emotion, or sensory recollection. The wood elf gains a +2 insight bonus on a single Knowledge or Sense Motive check relating to the creature's background, behavior, or culture, usable within 24 hours. Flesh that has begun to rot (typically after 1 hour or sooner in extreme heat) no longer imparts memory and provides no bonuses to any skill checks. If the wood elf tastes the living flesh or bodily essence of a sentient creature (via a kiss, blood from a wound, sweat, etc), they instead receive a dim emotion—feelings tied to a memory, without clear visuals. Using this ability in this way provides no bonuses to any skill checks. This ability is supernatural and does not function if the wood elf is suffering from effects that block mental connections or sensory magic.
Alternate Racial Traits
Replaces Mask of the Wild
Deeproot Scholar
You gain a +2 racial bonus on Knowledge (Nature) and Knowledge (History) checks. One of these skills is always a class skill for you. This racial trait replaces Mask of the Wild.
Favored Class Options
Instead of receiving an additional skill rank or hit point whenever they gain a level in a favored class, wood elves have the option of choosing from a number of other bonuses, depending upon their favored class. The following options are available to all wood elves who have the listed favored class.
- Alchemist: Add +½ to the alchemist’s bomb damage when used in natural terrain or against plant-type creatures.
- Barbarian: Add +1 to the barbarian’s base speed. This bonus stacks with the barbarian’s fast movement class feature.
- Bard: Add +½ to the bard’s Perform (sing or wind instruments) checks and +½ to the bonus granted by inspire courage when in natural environments.
- Druid: Add +½ to the druid’s wild empathy checks and +½ to the druid’s effective level when determining the duration of wild shape (maximum +4 rounds).
- Fighter: Add +1 to the fighter’s CMD when resisting trip or grapple attempts in forested or natural terrain.
- Inquisitor: Add +½ bonus to Survival and Perception checks when tracking or observing creatures in forests or jungles.
- Monk: Add +¼ to the monk’s AC bonus when unarmored and in natural terrain.
- Oracle: Add +½ to Survival and Knowledge (Nature) checks made using class skills granted by a nature-themed mystery (e.g., Nature, Wood, Ancestors).
- Ranger: Add +¼ to initiative rolls and Knowledge (Nature) checks in the ranger’s favored terrain.
- Rogue: Gain +½ bonus on Stealth or Acrobatics checks in forested terrain. This bonus applies even when moving at full speed.
- Sorcerer: Add +¼ to the bonus granted by the woodland or elemental (wood or air) bloodlines’ bloodline arcana.
- Witch: Add +½ to the witch’s familiar’s Stealth and Perception checks while in natural or overgrown environments.
- Wizard: Add +⅙ to the number of spells the wizard can prepare per day of the highest spell level he can cast, but only usable for divination or transmutation spells.

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