Elves (10 RP)
+2 Dexterity, +2 Intelligence, -2 Constitution: Elves are nimble, both in body and mind, but their form is 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 saving throw bonus 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 skill checks made to identify the properties of magic items.
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: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Random Starting Age
(114 - 134 years)
(116 - 140 years)
(120 - 170 years)
Random Starting Height & Weight
||5 ft. 4 in.
(5 ft 6 in. - 6 ft. 8 in.)
(106 - 148 lbs.)
||5 ft. 4 in.
(5 ft. 6 in. - 6 ft. 4 in.)
(96 - 126 lbs.)
The long-lived elves are children of the natural world, similar in many superficial
ways to fey creatures, though with key differences. While fey are truly linked
to the flora and fauna of their homes, existing as the nearly immortal voices
and guardians of the wilderness, elves are instead mortals who are in tune
with the natural world around them. Elves seek to live in balance with the
wild and understand it better than most other mortals. Some of this understanding
is mystical, but an equal part comes from the elves' long lifespans, which
in turn gives them long-ranging outlooks. Elves can expect to remain active
in the same locale for centuries. By necessity, they must learn to maintain
sustainable lifestyles, and this is most easily done when they work with nature,
rather than attempting to bend it to their will.
However, their links to nature are not entirely driven by pragmatism. Elves'
bodies slowly change over time, taking on a physical representation of their
mental and spiritual states, and those who dwell in a region for a long period
of time find themselves physically adapting to match their surroundings, most
noticeably taking on coloration that reflects the local environment.
Elves value their privacy and traditions, and while they are often slow to
make friends at both the personal and national levels, once an outsider is
accepted as a comrade, the resulting alliances can last for generations. Elves
take great joy in forging alliances with races that share or exceed their long
lifetimes, and often work to befriend dragons, outsiders, and fey. Those elves
who spend their lives among the short-lived races, on the other hand, often
develop a skewed perception of mortality and become morose, the result of watching
wave after wave of companions age and die before their eyes.
Physical Description: Generally taller than humans, elves possess a
graceful, slender physique that is accentuated by their long, pointed ears.
It is a mistake, however, to consider them weak or feeble, as the thin limbs
of an elf can contain surprising power. Their eyes are wide and almond-shaped,
and filled with large, vibrantly colored pupils. The coloration of elves as
a whole varies wildly, and is much more diverse than that of human populations.
However, as their coloration often matches their surroundings, the elves of
a single community may appear quite similar. Forest-dwelling elves often have
variations of green, brown, and tan in their hair, eye, and even skin tones.
While elven clothing often plays off the beauty of the natural world, those
elves who live in cities tend to bedeck themselves in the latest fashions.
Where city-dwelling elves encounter other urbanites, the elves are often fashion
Society: Many elves feel a bond with nature and strive to live in harmony
with the natural world. Although, like most, elves prefer bountiful lands where
resources are plentiful, when driven to live in harsher climates, they work
hard to protect and shepherd the region's bounty, and learn how to maximize
the benefit they receive from what little can be harvested. When they can carve
out a sustainable, reliable life in deserts and wastelands, they take pride
as a society in the accomplishment. While this can make them excellent guides
to outsiders they befriend who must travel through such lands, their disdain
of those who have not learned to live off the scant land as they have makes
such friends rare.
Elves have an innate gift for craftsmanship and artistry, especially when
working in wood, bone, ivory, or leather. Most, however, find manipulating
earth and stone to be distasteful, and prefer to avoid forging, stonework,
and pottery. When such work must be done within a community, a few elves may
find themselves drawn to it, but regardless of their craftsmanship, such 'dirt-wrights'
are generally seen by other elves as being a bit off. In the most insular of
elven societies, they may even be treated as lower class.
Elves also have an appreciation for the written word, magic, and painstaking
research. Their naturally keen minds and senses, combined with their inborn
patience, make them particularly suited to wizardry. Arcane research and accomplishment
are seen as both practical goals, in line with being a soldier or architect,
and artistic endeavors as great as poetry or sculpture. Within elven society,
wizards are held in extremely high regard as masters of an art both powerful
and aesthetically valued. Other spellcasters are not disdained, but do not
gain the praise lavished upon elven wizards.
Relations: Elves are prone to dismissing other races, writing them
off as rash and impulsive, yet on an individual level, they are excellent judges
of character. In many cases an elf will come to value a specific member of
another race, seeing that individual as deserving and respectable, while still
dismissing the race as a whole. If called on this behavior, the elf often doesn't
understand why his 'special friend' is upset the elf has noticed the friend
is 'so much better than the rest of his kind.' Even elves who see such prejudice
for what it is must constantly watch themselves to prevent such views from
coloring their thinking.
Elves are not foolish enough, however, to dismiss all aspects of other races
and cultures. An elf might not want a dwarf neighbor, but would be the first
to acknowledge dwarves' skill at smithing and their tenacity in facing orc
threats. Elves regard gnomes as strange (and sometimes dangerous) curiosities,
but regard their magical talent as being worthy of praise and respect. Half
lings are often viewed with a measure of pity, for these small folk seem to
the elves to be adrift, without a traditional home. Elves are fascinated with
humans, who seem to live in a few short years as full a life as an elf manages
in centuries. In fact, many elves become infatuated with humans, as evidenced
by the number of half-elves in the world. Elves have difficulty accepting
crossbreeds of any sort, however, and usually disown such offspring. They similarly
regard half-orcs with distrust and suspicion, assuming they possess the worst
aspects of orc and human personalities.
Alignment and Religion: Elves are emotional and capricious, yet value
kindness and beauty. Most elves are chaotic good, wishing all creatures to
be safe and happy, but unwilling to sacrifice personal freedom or choice to
accomplish such goals. They prefer deities who share their love of the mystic
qualities of the world— Desna and Nethys are particular favorites, the
former for her wonder and love of the wild places, and the latter for his mastery
of magic. Calistria is perhaps the most notorious of elven deities, for she
represents elven ideals taken to an extreme. Elves accept in Calistria (and
her priests) behavior they would denounce in others, because Calistria is clearly
(to elves' perceptions) serving as an example of personal artistry and freedom
of expressions, rather than seeking some base physical gratification.
Adventurers: Many elves embark on adventures out of a desire to explore
the world, leaving their secluded realms to reclaim forgotten elven magic or
search out lost kingdoms established millennia ago by their ancestors. This
need to see a wider world is accepted by their societies as a natural part
of becoming mature and experienced individuals. Such elves are expected to
return in some few decades and take up lives in their homelands once more,
enriched both in treasure and in worldview. For those elves raised among humans,
however, life within their homes—watching friends and family swiftly
age and die—is often stifling, and the ephemeral and unfettered life
of an adventurer holds a natural appeal.
Elves generally eschew melee because of their relative frailty, preferring
instead to engage enemies at range. Most see combat as unpleasant even when
needful, and prefer it be done as quickly as possible, preferably without getting
close enough to smell their foes. This preference for making war at a distance,
coupled with their natural accuracy and grasp of the arcane, encourages elves
to pursue classes such as wizards and rangers.
Male Names: Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel,
Female Names: Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Oparal,
Soumral, Tessara, Yalandlara.
Elves who chose to become adventurers usually follow a martial path, pursue mastery of arcane magic, or seek a career that blends the two. Elves prefer subtlety to outright conflict, but are eager to exhibit their superiority to other races, employing force if finesse and flair are insufficient for the task.
- Alchemist: Elves favor classical arcane disciplines over the experimentation and pseudoscience of alchemy, often deriding it as a crude imitation of traditional magic. Elf alchemists often seek the adventuring life to escape the scorn of their fellows.
- Barbarian : Elf barbarians typically live deep in deserts or jungles, led by wise and mystical elders. They often venture from their homelands in service of their people or to see the world beyond their homes.
- Bard: Elves love art in all its forms. Their sweeping arias, ancient poetry, and graceful dances are the envy of cultured audiences, just as their finesse with arms garners the envy of common warriors.
- Cavalier: Elf cavaliers have a long tradition in the ancient noble houses, pursuing and protecting honor with elegance. Their sleek mounts show both great resilience and devotion.
- Cleric: Elves follow many faiths, and because of their long lives many elves view themselves as blessed by the gods. Many stand for naturalistic philosophies or ancient divine patrons who embody the Traits of their people.
- Druid: Elves have an instinctual bond with nature and the mysterious spirits within it, some even revering such powers, binding nature's forces to themselves and themselves to nature.
- Fighter: Elf fighters are respected for their lightness on their feet, delicate yet deadly precision, and mastery of centuries-old martial traditions.
- Inquisitor: Though as a race elves prize freedom and individuality, they are also great traditionalists and quite suspicious of outsiders. Elf inquisitors are not loved, but their judgments and authority are respected.
- Monk: Elves are contemplative by nature and appreciate those who focus on inward calm and stillness of mind. Elf monks often adopt ageless mantras and examples of balance and finesse in nature as guides.
- Oracle: Elf oracles are quite common and highly respected as keepers of the mysteries of their peoples' ancestors and secrets that predate the world's countless younger races.
- Paladin: Elf paladins adopt and defend the ancient strictures of their deities, defending their people and soil from all who would despoil their sacred homelands.
- Ranger: Elves make masterful hunters and scouts, attuned to the environment, keenly aware of their surroundings, and always ready to protect their homelands or punish those who would intrude upon their dominion.
- Rogue: While thieves, brigands, and their ilk are rare within elven society, elf rogues are common as scouts, infiltrators, and even assassins.
- Sorcerer: Magic sings in the blood of all elves, and all sorcerous bloodlines might be found among them, though sorcerers rarely garner the respect wizards enjoy.
- Summoner: Elves have a long tradition of alliance with magical creatures due to their affinity for the mystic arts. While less numerous than sorcerers or summoners are well represented in elven armies, their eidolons often gossamer creatures of deceptive strength and power.
- Witch: Treating with ageless, inscrutable powers of the land, elf witches blend their understanding of nature and mastery of magic into potent hexes and strange arcana. Many develop ties with creatures of their homelands, taking them as familiars to further strengthen their ties to the earth.
- Wizard: Elves cultivate an ancient tradition of magical lore and research in all fields of specialization. For those with the talent to excel, wizardry is one of the surest paths to prestige in elven society.
Alternative Racial Traits
You can exchange one or several of your character's normal racial Traits,
but of course you cannot exchange the same racial trait more than once. As
with any alternate or optional rule, you must first get the permission of your
GM to exchange any of your character's normal racial Traits for those listed
- Ageless PatienceInner Sea Races: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures, such as Forlorn elves raised in nations such as Taldor and the elves of Jinin influenced by Tian-Min travelers. 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 +1 racial bonus when taking 20 on skill checks. This racial trait replaces elven magic 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.
- Behind the Veil (1 RP)Blood of Shadows: Characters with this trait slyly cover their body language and movements by acting in a shadowed or partitioned areas. These characters gain a +1 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Elves can take this trait in place of low-light vision.
- Blended View (2RP)Blood of Shadows: Prerequisite: low-light vision. Half-drow whose non-drow parent had low-light vision might be blessed with a legacy of versatile senses. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses.
- BlightbornHorror Adventures: 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 and spell- like abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities.
- CreepyHorror Adventures: For some 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 elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces elven magic.
- Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf 's ancestry, and can lead to persecution within the elf 's home community. 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.
- Desert Runner: Some elves thrive in the deepest deserts, forever roaming across burned and parched 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 magic.
- Dimdweller (2 RP)Blood of Shadows: 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 +1 racial bonus on Intimidate, Perception, and Stealth checks. Elves can take this trait in place of weapon familiarity.
- Disinterested ObserverInner Sea Races: Elves who frequently interact with shorter- lived species, especially members who hail from Varisia, often come to rely on their ability to weight 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 magic and weapon familiarity traits.
- Draconic Consular (2 RP)Legacy of Dragons: 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.
- Dragon Magic (3 RP)Legacy of Dragons: Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. This racial trait replaces the elven magic trait.
- Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. 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, 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 elf 's character level). This racial trait replaces elven immunities.
- Dusksight (2 RP)Blood of Shadows: 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. 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, 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 ArroganceInner Sea Races: Some elves are so convinced of elven superiority, or else otherwise 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 Azlanti, Celestial, Draconic, and Sylvan (or Senzar instead of Sylvan if they hail from Tian Xia).
- Envoy: 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. 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 elf 's level. This racial trait replaces elven magic.
- Eternal Grudge: Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. 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 elven magic.
- Fey-SightedLegacy of the First World: 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.
- Fey WisdomHeroes of the High Court: Elves tend to be too aloof and capricious to make reliable diplomats, but some elves specially train to serve as ambassadors to fey courts. 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.
- Fleet-Footed: While all elves are naturally lithe and 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-RaisedInner Sea Races: Forlorn—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 magic and weapon familiarity.
- Illustrious UrbaniteHeroes of the Street: 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 elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses.
- Keeper of SecretsHorror Adventures: Some 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 magic.
- Light against DarknessHorror Adventures: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces elven magic.
- Lightbringer: Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. 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). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits.
- Long-LimbedHorror Adventures: Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity.
- Memories Beyond DeathInner Sea Races: Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +1 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 elven immunities and elven magic.
- Overwhelming MagicInner Sea Races: 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 magic and weapon familiarity.
- PerfectHorror Adventures: 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.
- Poison Minion (4 RP)Blood of Shadows: Drow 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 + 1/2 the character's Hit Dice + the character's Constitution modifier. Mawbane Poison—ingested; save Fortitude as above; frequency 1/round for 4 rounds; effect 1d2 Constitution damage; cure 1 save. Elves can take this trait in place of elven magic and weapon familiarity.
- Retreat MagicInner Sea Races: Elves raised in the traditions of those who protected elven holdings before, during, and shortly after Earthfall 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 magic.
- Shadowhunter (2 RP)Blood of Shadows: Those who understand the connection between shadows and the Negative Energy Plane 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 +1 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). Elves can take this trait in place of weapon familiarity.
- Shadowplay (1 RP)Blood of Shadows: Some illusionists are experts in manipulating light and darkness. Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Elves can take this trait in place of elven magic, also gaining the fetchling's spell-like abilities racial trait.
- 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 magic.
- SlenderHorror Adventures: Elves often appear unnaturally 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.
- Sovyrian-BornInner Sea Races: Elves who come from the ancient elven civilization of Sovyrian are steeped in lore older than most civilizations. They gain a +1 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.
- Spirit of the Waters: Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. 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 longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.
- 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.
- Voice in the Darkness (2 RP)Blood of Shadows: Prerequisite: Charisma 13+. Characters who practice coercion and intimidation in the Darklands or on the Shadow Plane 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 +1 bonus on Intimidate and Stealth checks.
Elves can take this trait in place of weapon familiarity.
- Woodcraft: Elves 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 elven magic.
You can combine various alternate racial traits to create elven subraces
or variant races, such as the following.
- Arctic Elf: These elves were born and raised in the frozen lands of the far north or south, and have dealt with freezing deserts, nights that last for weeks, and the horrors that roam the cold terrain. These elves have the darkvision, desert runner, and elemental resistance alternate racial traits.
- Dusk Elf: Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.
- Savage Elf: In lands where every day is a constant struggle to survive and the niceties of civilization are rare, elves adapt to depend on swift strikes and lifelong vigilance to keep their families alive. These elves have the eternal grudge and fleet-footed alternate racial traits.
- Tower Elf: Some elven institutions of magical learning date back centuries, and entire clans of elves have lived for generations as caretakers, students, and instructors of these self-sufficient schools of wizardry. These elves have the arcane focus and urbanite alternate racial traits.
Favored Class Alternatives
Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, elves have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to all elves who have the listed Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.
- 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 +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.
- Fighter: Add +1 to the fighter's CMD when resisting a disarm or sunder attempt.
- Gunslinger: Add +1/3 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: longbow, longsword, rapier, short sword, shortbow, or any weapon with "elven" in its name. Gain a +1/2 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 1/3.
- Kineticist: Gain a +1/4 bonus on damage rolls that apply the kineticist's elemental overflow bonus.
- Magus: The magus gains 1/6 of a new magus arcana.
- Kineticist: Gain a +1/4 bonus on damage rolls that apply the kineticist's elemental overflow bonus.
- Medium: Gain a +1/3 bonus on all skill checks using occult skill unlocks.
- Mesmerist: Gain a +1/2 bonus on Acrobatics checks to move through a threatened area and a +1/2 bonus on Bluff checks to feint.
- MesmeristHorror Adventures: Add a +1/4 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 1/2 point.
- Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
- Paladin: Add +1/2 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 1/3 point.
- Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with 'elven' in its name. Add +1/2 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.
- Skald: Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
- Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. 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 +1/2 to the number of uses per day of that bloodline power.
- SorcererHorror Adventures: Choose a terrain type from the ranger's favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells' duration.
- Spiritualist: Add 1/6 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 1/4.
- Vigilante: Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas.
- Warpriest: Add 1/2 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.
- WitchHorror Adventures: 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.
The following racial archetypes are available to elves.
Elves have access to the following equipment.
Elven Special Materials
Given their strong ties to nature and inclination for arcane arts, it's not
surprising that elves have developed a few special materials well suited to
their needs and homelands.
Elves have access to the following feats.
Most know of elven magic for its power, but those who delve deeper discover
its elegance and ties to the natural world. The following spells are just a
few that the elves are known for.