Elves: Difference between revisions
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* '''Keeper of Secrets:''' Some grey elves seek to protect younger races from 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 elven skills. | * '''Keeper of Secrets:''' Some grey elves seek to protect younger races from 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 elven skills. | ||
* '''Loremaster:''' Some grey elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge | * '''Loremaster:''' Some grey elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on all Knowledge and Spellcraft checks, and the Knowledge skills are always class skills for them. This racial trait replaces elven skills and keen senses. | ||
* '''Metaphysical Sight:''' Some grey elves born to two magic-users have innate an ability to see magic. These elves gain ''detect magic'' as an at-will spell-like ability, with a caster level equal to their character level. This racial trait replaces elven skills and keen senses. | * '''Metaphysical Sight:''' Some grey elves born to two magic-users have innate an ability to see magic. These elves gain ''detect magic'' as an at-will spell-like ability, with a caster level equal to their character level. This racial trait replaces elven skills and keen senses. | ||
Revision as of 21:55, 21 September 2026
Eledhel
Standard Racial Traits
- Ability Score Racial Traits: Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, –2 Constitution.
- Size: Elves are Medium creatures and have no bonuses or penalties due to their size.
- Type: Elves are humanoids with the elf subtype.
- 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 gain a +1 racial bonus to all saves.
- Elven Skills: Elves select two skills for which their ability modifier is not negative. These selected skills are always class skills for the character.
- Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
- Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
- Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Draconic, Dwarven, Gnoll, Goblin, Orcish, and Sylvan.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
- Ageless Patience: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. This attitude, combined with elven longevity, produces elves of extraordinary patience, who can produce better results when taking their time than they could under time constraints. These elves gain a +2 racial bonus when taking 20 on skill checks. This racial trait replaces elven skills and keen senses.
- Arcane Focus: Some 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. 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.
- Disinterested Observer: 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 elven skills and weapon familiarity traits.
- Dusksight: 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. Elves can take this trait in place of keen senses.
- Elemental Resistance: Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, can develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities.
- Elven Magic: Elven schooling is suffused with magic, and some students choose to focus on its fundamentals. Elves with this trait receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items. This racial trait replaces elven skills.
- Enhanced Eyesight: Sometimes, an elf is born with extraordinary vision. Elves with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. This racial trait replaces keen senses.
- Fleet-Footed: While all elves are naturally agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. 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.
- Human-raised: Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces elven skills and weapon familiarity.
- 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 Spell Focus as a bonus feat. This racial trait replaces elven skills and weapon familiarity.
- Perfect: The eerie beauty of some elves cannot be denied. 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.
- Retreat Magic: Some elves specialize in magic that fools foes into misjudging elven numbers and locations. These 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 elven skills.
- Sense Thoughts: Some 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. Elves with this alternate racial trait can use read thoughts as a psi-like ability once per day, with a manifester level equal to their character level. This replaces elven immunities.
- Silent Hunter: Elves are renowned for their subtlety and skill. 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 elven skills.
- Slender: Elves often appear rather thin by other races’ standards. 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.
- Urbanite: 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. 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.
- Wilderness Runner: Some elves thrive in the deepest wilds, forever roaming across undisturbed lands. 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 or cold environments. This racial trait replaces elven skills.
- Woodcraft: Elves often know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces keen senses.
Eldar
These traits are in addition to the high elf traits.
Standard Racial Traits
- Ability Score Racial Traits: +2 Charisma, –2 Strength.
- Bonus Languages: Aquan, Auran, Drow Sign Language, Ignan, Terran.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Grey elves may also select from the same list of alternate traits as high elves. Consult your GM before selecting any of these new options.
- Keeper of Secrets: Some grey elves seek to protect younger races from 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 elven skills.
- Loremaster: Some grey elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on all Knowledge and Spellcraft checks, and the Knowledge skills are always class skills for them. This racial trait replaces elven skills and keen senses.
- Metaphysical Sight: Some grey elves born to two magic-users have innate an ability to see magic. These elves gain detect magic as an at-will spell-like ability, with a caster level equal to their character level. This racial trait replaces elven skills and keen senses.
Moredhel
Standard Racial Traits
- Ability Score Racial Traits: Drow are nimble and canny. They gain +2 Dexterity, +2 Wisdom, and –2 Constitution.
- Type: Drow are humanoids with the elf subtype.
- Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
- Normal Speed: Drow have a base speed of 30 feet.
- Keen Senses: Like their elven brethren, drow receive a +2 racial bonus on Perception skill checks.
- Elven Resistances: Drow gain a +1 racial bonus to all saves.
- Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.
- Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
- Naturally Psionic: Drow gain Wild Talent as a bonus feat at first level. If a drow takes levels in a psionic class, Wild Talent is automatically upgraded to Psionic Talent.
- Psi-Like Abilities: Drow can use the following psi-like abilities once per day: control lightA, detect hostile intent, telepathic lashA. Manifester level is equal to Hit Dice (minimum 1st), and the drow's Wisdom is used to determine any save DCs. If the drow takes levels in a manifesting class, use the manifesting ability of that class or the drow's Wisdom, whichever is higher.
- Psionic Aptitude: When a drow takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.
- Weapon Familiarity: Drow are proficient with all crossbows (including exotic crossbows), the sap, and treat any weapon with the word "elven" or "drow" in its name as a martial weapon.
- Languages: Drow begin play speaking Elven and Common. Drow with high Intelligence scores can choose from the following languages: Aquan, Auran, Braille, Drow Sign Language, Dwarven, Ignan, Oricsh, and Terran.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. In addition, any alternate traits available to high elves that replace a trait shared by the drow may be selected. Consult your GM before selecting any of these new options.
- Ambitious Diplomat: Discussion is always an option for a drow, even for the martially inclined. Drow with this racial trait may choose either Bluff or Diplomacy as a class skill, and gain a +2 bonus on such skill checks. This racial trait replaces keen senses.
- Light-Adapted: Some drow are born with vision closer to a regular elf's. Drow with this racial trait gain low-light vision, allowing them to see twice as far as humans in conditions of dim light. This racial trait reduces the darkvision racial trait to 60 feet.
- Subterranean Stalker: Drow in military or law enforcement professions often draw underground duty because of their darkvision. Drow with this racial trait may move through difficult terrain without penalty while underground. This racial trait replaces the keen senses racial trait.
Peredhel
Standard Racial Traits
- Ability Score Racial Traits: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
- Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
- Normal Speed: Half-elves have a base speed of 30 feet.
- Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
- Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
- Elf Blood: Half-elves count as elves for any effect related to race.
- Human Blood: Half-elves count as humans for any effect related to race.
- Elven Immunities: Half-elves gain a +1 racial bonus to all saves.
- Keen Senses: Half-elves receive a +2 racial bonus on Perception skill checks.
- Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
- Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. In addition, any alternate traits available to high elves that replace a trait shared by the half-elf may be selected. Consult your GM before selecting any of these new options.
- Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
- Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
- Child of the Sea: Half-elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
- Drow-Blooded: Some half-elves born of drow parents exhibit more drow traits than others—particularly many of the physical features of the drow—and have darkvision 60 feet. This racial trait replaces the low-light vision racial trait.
- Drow-Minded: A few half-elves with drow ancestry exhibit the innate psionics of that race. Half-elves with this trait gain Wild Talent as a bonus feat, and can manifest control lightA, detect hostile intent, and telepathic lashA each once per day, using the half-elf’s character level as the manifester level for these psi-like abilities. In addition, if she takes a level in a favored class, she can choose to gain an additional power point instead of a hit point or skill point. This racial trait replaces the adaptability and multitalented racial traits.
- Drow-Trained: Characters with this trait are proficient with the hand crossbow, rapier, and shortsword. This racial trait replaces the adaptability racial trait.
- Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
- Dusksight: 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. Half-elves can take this trait in place of keen senses.
- Eye for Opportunity: Constantly facing the rough edges of two societies, some half-elves develop a knack for finding overlooked opportunities. They gain a +1 racial bonus on attacks of opportunity. This racial trait replaces adaptability and keen senses.
- Inspire Imitation: Whenever a half-elf succeeds at a skill check, she can inspire imitators as a swift action. Any ally within 30 feet who witnesses the successful check and attempts the same check within the next minute gains a +2 bonus on the check as if from the aid another action. This racial trait replaces skilled.
- Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
- Jungle Affinity: Half-elves from a jungle region with this racial trait gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multi-talented racial trait.
- Kindred-Raised: While most think of people with one human and one elven parent when they think of half-elves, some half-elves are raised by two half-elven parents. Such half-elves feel less like outsiders, making them more confident, but less adaptable without the exposure to a human parent. They gain a +2 bonus to Charisma and one other ability score of their choice. This racial trait replaces the half-elf’s usual racial ability score modifiers, as well as adaptability, elven immunities, keen senses, and multitalented.
- Multidisciplined: Born to two races, half-elves have a knack for combining different magical traditions. If a half-elf with this racial trait has spellcasting abilities from at least two different classes, the effects of spells she casts from all her classes are calculated as though her caster level were 1 level higher, up to a maximum of her character level. This racial trait replaces multitalented.
- Reflexive Improvisation: Half-elves raised among elves often stumble unprepared into each new stage of life because their elven relatives are unaccustomed to the speed of their maturation. They gain a +2 racial bonus on untrained skill checks. This racial trait replaces adaptability and multitalented.
- Round Ears: Sometimes half-elves are born with no obvious elven features. Their parents may even be humans with only faint traces of elven blood. They gain the human’s skilled racial trait. In addition, they receive a +4 racial bonus on Disguise checks to appear human. This racial trait replaces adaptability, keen senses, and low-light vision.
- Sea Legs: Many half-elves find their way onto the water early in their youth, whether they live with trader families, work as smugglers, or plunder alongside pirates. These half-elves receive a +2 racial bonus on Swim checks, as well as a +4 racial bonus on Acrobatics checks to move on narrow or slippery surfaces, and on Climb checks on docks and ships. This racial trait replaces adaptability.
- Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces adaptability.
- Sophisticate: Half-elves who strive to embody the culture in which they live develop a keen instinct for the ebb and flow of fashions, fads, and political trends. They gain a +2 racial bonus on Knowledge (history) and Knowledge (local) checks and can use those skills untrained even for checks with a DC of 10 or more. This racial trait replaces elven immunities.
- Wary: Many half-elves have spent their long lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others’ motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
- Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.
- Weapon Familiarity: Half-elves raised among elves often receive training in elf weapons. They gain the elf's weapon familiarity trait. This racial trait replaces adaptability.