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ELF

RACIAL FEATURES

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their forms are frail.
Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elves have a base speed of 30 feet.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial bonus on 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 checks made to identify the properties of magic items.
Elven Weapon Familiarity: Elves gain the Elven Heritage Equipment talent as a bonus talent at 1st level.

Keen Senses: Elves gain a +2 racial bonus on Perception checks.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following languages: Celestial, Gnoll, Gnome, Goblin, and Sylvan.

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ALTERNATE RACIAL FEATURES

Dreamless Sleep: Some elves resist all sleep rather than only magical sleep, sleeping lightly and without any dreams to disturb them, remaining vaguely aware of the world around them. They gain the Somnambulance talent as a bonus talent at 1st level even if they do not possess the Scout sphere, and may select it a second time without possessing the Scout sphere. This replaces elven immunities.

 

Elven Speed: An elf with this racial trait may draw a single longbow, longsword, shortbow, rapier, or any weapon with “elven” in the name as a free action, or as part of an initiative check (requiring no action). This racial trait replaces the elven magic trait.

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

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 either Spell Focus or Sphere Focus as a bonus feat. This racial trait replaces elven weapon familiarity.

Perfect Recall: Elves with this racial trait can recall everything they have learned with ease, gaining a +1 racial bonus on all Knowledge skills which are class skills for the elf. This racial trait replaces the elven weapon familiarity trait.

RACIAL FEATS
 

Ancient Warrior [Combat]
You have studied the old ways of war.
Prerequisites: Elven Battle Training, 100+ years old, elf
Benefit: When you successfully hit an opponent with a melee attack using an elven weapon (longswords, rapiers, or any melee weapon with “elven” in the name), you may forfeit all of your remaining attacks of opportunity in order to deal an additional 1d6 points of damage. This extra damage is not multiplied on a critical hit. Any time that you cannot make an attack of opportunity, you lose the ability to gain this benefit.

Breadth of Experience [Background]

Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: dwarf, elf, or gnome; 100+ years old.

Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Elven Accuracy [Combat]

Your sharp eyesight makes difficult shots easier.

Prerequisite: elf.

Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.

Leaf Singer

Your songs recount the ways and mysteries of your people.

Prerequisites: Cha 13, bardic performance class feature, elf or half-elf.

Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.

Light Step

You pick your way nimbly through even the most dangerous and uneven terrain.

Prerequisites: Acrobatic Steps, Nimble Moves, elf.

Benefit: You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

FAVORED CLASS BONUSES

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.

Armorist: Add +1/4 to all critical confirmation rolls made with bound weapons. This does not stack with the Critical Focus feat.

Barbarian: Add +1 to the barbarian's base speed.

Bard: Add +1/2 to the number of rounds a single score can be conducted each day.

Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 6 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.

Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.

Elementalist: Add +1 foot to one movement type the elementalist possesses.

Eliciter: Increase the duration of all hypnotism effects by 1/4 of a round.

Fey Adept: Increase the saving throw penalty bestowed by the fey adept’s shadowmark by +1/6.

Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.

Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3.

Magus: The magus gains 1/6 of a new magus arcana.

Malefactor: Add +1/4 to penetrate and save against curses with the malefactor's cursebreaker ability.

Monk: Add +1 to the monk's base speed.

Occultist: Add a +1/2 bonus to all Knowledge checks.

Oracle: Add +1/6 to the oracle's level for the purpose of determining the effects of one revelation.

Ranger: Increase the studied target bonus on Perception and Survival checks by 1/4.

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.

Sentinel: Reduce the armor check penalty of any armor you wear by 1/4 point.

Shifter: Add +1/3 to the shifter’s natural armor bonus while using a form from the Alteration sphere other than Blank Transformation.

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 +1/2 to the number of uses per day of that bloodline power.

Soul Weaver: Add +1/6 to the penalties and benefits granted by the soul weaver’s blessings or blights.

Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.

Witch: Add a +1/2 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 +1/2 to the number of uses per day of that arcane school power.

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