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Aasimar
Dhampir
Dragonborn
Drow Elf
Duergar
Dwarf
Eladrin
Arcane Archer
Elf
Gnome
Half-Elf
Half-Orc
Halfling
Human
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Tabaxi
Tiefling
Warforged
Wood Elf
Wood Elf
Racial Enhancement Tree

Wood Elf

Adept of Trees 0/3
Adept of Trees
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 to Tumble and Hide, +1 to Saves vs. Poison and Disease
Child of Nature 0/1
Child of Nature
Ranks: 1 Cost: 1 AP Requires: 1 AP
You are able to produce an Entangle effect using a drop of your blood and 10 spell points. Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save (DC: 10 + Half Character Level + Wisdom modifier) negates this effect. Entangled creatures may leave the affected area to to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants.
Keen Senses 0/3
Keen Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Wood Elf Weapon Training 0/1
Wood Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
Elven Arcane Fluidity 0/3
Elven Arcane Fluidity
Ranks: 3 Cost: 1 AP Requires: 1 AP
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Wild Step 0/1
Wild Step
Ranks: 1 Cost: 1 AP Requires: 5 AP
Passive: +5 to Tumble. When you tumble, you gain a +10% Action Boost bonus to movement speed and a 10% Action Boost bonus to Missile Deflection for 10 seconds. 30 second cooldown.
Enchantment Lore 0/3
Enchantment Lore
Ranks: 3 Cost: 1 AP Requires: 5 AP
+2 to saves vs. Enchantments.
Nothing is Hidden 0/3
Nothing is Hidden
Ranks: 3 Cost: 1 AP Requires: 5 AP
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Wood Elf Weapon Training 0/1
Wood Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
Elven Arcanum 0/3
Elven Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Forest Origins 0/1
Forest Origins
Ranks: 1 Cost: 1 AP Requires: 10 AP
While raging, you gain +5% Doublestrike with Longswords, Rapiers, Scimitars, and Falchions.
Fey Energy Tap 0/3
Fey Energy Tap
Ranks: 3 Cost: 1 AP Requires: 10 AP
Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used once per rest.
Fey Sight 0/1
Fey Sight
Ranks: 1 Cost: 2 AP Requires: 10 AP
While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
Wood Elf Weapon Training 0/1
Wood Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
Arcane Archer 0/1
Arcane Archer
Ranks: 1 Cost: 4 AP Requires: 10 AP
You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
Forest's Versatility 0/1
Forest's Versatility
Ranks: 1 Cost: 1 AP Requires: 15 AP
5% Offhand Strike Chance
Forest's Finesse 0/1
Forest's Finesse
Ranks: 1 Cost: 1 AP Requires: 15 AP
You may use your Dexterity modifier for To Hit and Damage on all weapons.
Wood Elf Weapon Training 0/1
Wood Elf Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
Skill 0/1
Skill
Ranks: 1 Cost: 1 AP Requires: 15 AP
+3% Doublestrike
+3% Doubleshot
+3% dodge
You bypass +3% dodge.
Core Enhancements
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
Nature 0/1
Nature
Ranks: 1 Cost: 2 AP
Choose between Dexterity and Strength
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.
Nature 0/1
Nature
Ranks: 1 Cost: 2 AP
Choose between Dexterity and Strength
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.
Core Enhancements
Enhancement Description
Elven Accuracy Elven Accuracy
You gain +2% to hit with all attacks. Your Point Blank Shot and Ranged Sneak Attack range is increased by 2 meters for each Elven Core Ability you possess from this tree.
AP Cost
1
Ranks
1
Progression
0
Nature Nature
Choose between Dexterity and Strength
Elven Dexterity+1 Dexterity
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
0
Prereqs
Elven Accuracy
Elven Accuracy Elven Accuracy
You gain +2% to hit with all attacks.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Nature
Nature Nature
Choose between Dexterity and Strength
Elven Dexterity+1 Dexterity
Strength+1 Strength
AP Cost
2
Ranks
1
Progression
0
Prereqs
Elven Accuracy
Elven Accuracy Elven Accuracy
You gain +2% to hit with all attacks.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Nature
Tier 1
Enhancement Description
Adept of Trees Adept of Trees
Rank 1
+1 to Tumble and Hide, +1 to Saves vs. Poison and Disease
Rank 2
+2 to Tumble and Hide, +2 to Saves vs. Poison and Disease
Rank 3
+3 to Tumble and Hide, +3 to Saves vs. Poison and Disease
AP Cost
1
Ranks
3
Progression
1
Child of Nature Child of Nature
You are able to produce an Entangle effect using a drop of your blood and 10 spell points. Primal magic awakens plants and vines to grasp at the caster's enemies. Entangled creatures suffer a 90% penalty to movement speed, a 50% attack speed penalty, and a -1 penalty to attack rolls, AC, and Reflex. A successful Reflex save (DC: 10 + Half Character Level + Wisdom modifier) negates this effect. Entangled creatures may leave the affected area to to escape it's effects, or attempt to make a Strength check every 2 seconds to negate. Area of effect fire spells will destroy these vines and free any entangled creatures. Incorporeal creatures and oozes are naturally immune. Fire elementals and other fire creatures are immune because they burn through the plants.
AP Cost
1
Ranks
1
Progression
1
Keen Senses Keen Senses
Rank 1
+1 Listen, Search, and Spot
Rank 2
+2 Listen, Search, and Spot
Rank 3
+3 Listen, Search, and Spot
AP Cost
1
Ranks
3
Progression
1
Wood Elf Weapon Training Wood Elf Weapon Training
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
AP Cost
2
Ranks
1
Progression
1
Elven Arcane Fluidity Elven Arcane Fluidity
Rank 1
Your arcane spell failure chance while wearing armor is decreased by 5%. (This has no effect on arcane spell failure from shields.)
Rank 2
Your arcane spell failure chance while wearing armor is decreased by 10%. (This has no effect on arcane spell failure from shields.)
Rank 3
Your arcane spell failure chance while wearing armor is decreased by 15%. (This has no effect on arcane spell failure from shields.)
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Wild Step Wild Step
Passive: +5 to Tumble. When you tumble, you gain a +10% Action Boost bonus to movement speed and a 10% Action Boost bonus to Missile Deflection for 10 seconds. 30 second cooldown.
AP Cost
1
Ranks
1
Progression
5
Enchantment Lore Enchantment Lore
Rank 1
+2 to saves vs. Enchantments.
Rank 2
+4 to saves vs. Enchantments.
Rank 3
+6 to saves vs. Enchantments. You also gain +1 Enchantment spell DC.
AP Cost
1
Ranks
3
Progression
5
Nothing is Hidden Nothing is Hidden
Rank 1
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -12 penalty.
Rank 2
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -8 penalty.
Rank 3
Your senses are so acute that you no longer need to spend time searching for the obvious. You will automatically perform a Search check to locate traps and secret doors when you are in range to Spot them, although this Search check occurs at a -4 penalty.
AP Cost
1
Ranks
3
Progression
5
Prereqs
Keen Senses
Wood Elf Weapon Training Wood Elf Weapon Training
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
AP Cost
2
Ranks
1
Progression
5
Prereqs
Wood Elf Weapon Training
Elven Arcanum Elven Arcanum
Rank 1
+25 spell points and +1 spell penetration.
Rank 2
+50 spell points and +2 spell penetration.
Rank 3
+100 spell points and +3 spell penetration.
AP Cost
2
Ranks
3
Progression
5
Tier 3
Enhancement Description
Forest Origins Forest Origins
Rugged UpbringingWhile raging, you gain +5% Doublestrike with Longswords, Rapiers, Scimitars, and Falchions.
Oath of the WildYou take an oath to forgo metal armor, metal shields, and Rune Arms. As long as you do not have these equipped, you gain +10 PRR.
Faith of the ForestYou now count Rapiers, Falchions, and Shortbows as Favored Weapons, regardless of your Deity.
AP Cost
1
Ranks
1
Progression
10
Fey Energy Tap Fey Energy Tap
Rank 1
Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used once per rest.
Rank 2
Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used three times per rest.
Rank 3
Activate: A drop of blood lets you tap into the endless energy of the realm of the fey, giving yourself or an ally temporary spell points, 10% incorporeality, and a -2 penalty to Will saving throws while they last. This ability can be used five times per rest.
AP Cost
1
Ranks
3
Progression
10
Prereqs
Enchantment Lore
Fey Sight Fey Sight
While you have 100 or more spell points, you can see things as they truly are. You are able to see invisible creatures and pierce illusions.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Fey Energy Tap
Wood Elf Weapon Training Wood Elf Weapon Training
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
AP Cost
2
Ranks
1
Progression
10
Prereqs
Wood Elf Weapon Training
Arcane Archer Arcane Archer
You gain access to the Arcane Archer enhancement tree. (The Elf: Arcane Archer tree uses your total character level instead of Ranger level, but advances Core Abilities at a slower rate. You cannot spend action points in both the Ranger: Arcane Archer and Elf: Arcane Archer trees.)
AP Cost
4
Ranks
1
Progression
10
Prereqs
Elven Arcanum
Tier 4
Enhancement Description
Forest's Versatility Forest's Versatility
Wild Swings5% Offhand Strike Chance
Drive Them Back+10% Chance of Shield Bash with non-metal shields
Ferocity+3 to Damage while using Two Handed Weapons
Like a Leaf+2 to Attack and Damage while Single Weapon Fighting
Through the Branches+3% Doubleshot with Longbows and Shortbows
VigorVigor SLA: A positive energy conjuration that heals 1d6, +1 per 3 caster levels (max +3 at caster level 9), every 2 seconds for 8 seconds. When the initial effect expires, a smaller healing effect that heals 1 HP every 5 seconds for 30 seconds is applied.

Only one Vigor spell can be active at a time, with the most beneficial taking priority. If multiple Vigor spells are cast on the same target, then the duration is extended.
AP Cost
1
Ranks
1
Progression
15
Forest's Finesse Forest's Finesse
You may use your Dexterity modifier for To Hit and Damage on all weapons.
AP Cost
1
Ranks
1
Progression
15
Wood Elf Weapon Training Wood Elf Weapon Training
+1 to hit and damage with Longswords, Rapiers, Scimitars, Shortbows, and Longbows. +1 to hit and +2 to damage with Falchions.
AP Cost
2
Ranks
1
Progression
15
Prereqs
Wood Elf Weapon Training
Skill Skill
+3% Doublestrike
+3% Doubleshot
+3% dodge
You bypass +3% dodge.
AP Cost
1
Ranks
1
Progression
15
Prereqs
Wood Elf Weapon Training