Elvish physiology is blessed with enhanced vision and hearing. Elves can see farther than humans in just about every circumstance, including torchlight, and can see clearly enough to read a road sign or spot a shield device up to two miles distant when outside during the day. They can also hear very well, and receive a +2 bonus to all checks involving listening.
Even under starlight, moonlight or torchlight, elves have exceedingly good vision. They can distinguish color and detail under these conditions for up to one mile but only if they are outside.
- Move Silently (Dexterity)
This ability allows an elf to move silently in wilderness areas. The elf can move up to one-half normal speed at no penalty. At more than onehalf, and up to the character’s full speed, the character suffers a -5 penalty to the check. It’s practically impossible (-20 penalty) to move silently while running or charging.
- Spell Resistance (Wisdom)
Elves are particularly resistant to spells and spelllike abilities that charm or unnaturally cause sleep. When making saving throws against these types of spells, an elf receives a +10 bonus. Elf spell resistance allows a saving throw against sleep, even though sleep normally does not have a saving throw.
- Spot Hidden Doors (Wisdom)
Elvish vision and keen senses allow them to spot secret, hidden and concealed doorways. An elf merely passing within 5 feet of a secret, hidden or concealed doorway is entitled to a wisdom check to spot the door, as if the elf were actively looking for it. When an elf actively searches for such doorways, the bonus to the wisdom check is +2.
When in naturally wooded areas, a wood elf cannot be tracked, as per the spell
pass without trace. Additionally, they receive a +2 to all Hide (Dexterity) checks while within a forest.
Elves are taught the ways of combat at a young age, and their long lives allow them to become skilled in weapons favored by their society. Elves begin play with a +1 bonus to hit with one of the following weapons: composite longbow, composite shortbow, longbow, shortbow, longsword or shortsword.
Elvish, Common or a local Mannish dialect, plus one per point of Intelligence modifier. Choose from: Dwarfish, Gnomish, Goblin, Orcish, and Sylvan.
Medium
30 feet
Fighter, Ranger, Rogue, Wizard, Druid, Knight, Bard, Illusionist
+1 Dexterity, -1 Constitution
- Ability Modifiers (Assassin, Ranger, Rogue)
+2 to hide (in forests only), +2 to find traps, +2 listen, +2 move silent
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