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Eladrin

Eladrin Premium

Favored class: Fighter

Eladrin are the Elves of the Feywild, and carry a strong association to seasonal magic. They are charismatic and adept at both martial and magical combat.

Eladrin are the Elves of the Feywild, and their attunement to seasonal magic allow them to tailor their playstyle to nearly any type of situation or gameplay.

Stat Notes:

Eladrin start with higher Dexterity.

Strengths: Their Seasonal magic allow them to adjust their abilities based on the situation. They also gain bonuses from their Elven ancestry.

Weaknesses: Situational, as their Seasonal magics can ebb and flow to shore up defenses or attain great combat prowess.

Str 0
Dex +2
Con 0
Int 0
Wis 0
Cha 0

Automatic Feats 8

Granted to every character of this race at creation. They cost nothing and cannot be declined.

  • Elves and Half-Elves are naturally immune to magical sleep effects.
  • Elves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
  • Elves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
  • Elf
    You are considered an Elf. You are treated as such by magical abilities and effects, and are able to use appropriate equipment.
  • Seasonal Toggle: You are attuned to the magic of spring. You gain +1 Charisma.
  • Seasonal Toggle: You are attuned to the magic of summer. You gain +1 Strength.
  • Seasonal Toggle: You are attuned to the magic of autumn. You gain +1 Wisdom.
  • Seasonal Toggle: You are attuned to the magic of winter. You gain +1 Intelligence.

Enhancements Full tree →

The Eladrin tree. Hover a cell for what it does; the full page has every rank and description.

Nothing is Hidden 0/3
Nothing is Hidden
Ranks: 3 Cost: 1 AP Requires: 1 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.
Keen Senses 0/3
Keen Senses
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Listen, Search, and Spot
Fey Step 0/1
Fey Step
Ranks: 1 Cost: 2 AP Requires: 1 AP
Disappear and reappear several feet in front of you. You start with 2 charges per Rest. Based on your season, this has an additional effect:

Spring: You gain a +20% temporary Dodge bonus, +1% per 2 Character Levels, for 10 seconds.

Summer: You gain a +3 weapon damage bonus, with an additional +1 per 5 Character Levels, for 10 seconds.

Autumn: You gain +3 Sneak Attack Dice, +1 more Dice per 5 character levels, for 10 seconds.

Winter: You gain a +3 bonus to Tactics DCs, with an additional +1 per 5 Character Levels, for 10 seconds.
Step Through The Fade 0/3
Step Through The Fade
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 charge of Fey Step per rest.
Arcane Fluidity 0/3
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.)
Minor Spring Attunement 0/3
Minor Spring Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1% dodge chance. Your Spring Affinity grants you an additional +1 Reflex Saving Throws.
Minor Summer Attunement 0/3
Minor Summer Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 critical hit confirmation. Your Summer Affinity grants you an additional +1 Fortitude Saving Throws.
Arcanum 0/3
Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Minor Autumn Attunement 0/3
Minor Autumn Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to hit with Sneak Attacks. Your Autumn Affinity grants you an additional +1 Will Saving Throws.
Minor Winter Attunement 0/3
Minor Winter Attunement
Ranks: 3 Cost: 1 AP Requires: 5 AP
+1 to hit. Your Winter Affinity grants you an additional +1 Physical and Magical Resistance Rating.
Major Spring Attunement 0/3
Major Spring Attunement
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1% doublestrike and doubleshot. Your Spring Affinity grants an additional +1 Charisma.
Major Summer Attunement 0/3
Major Summer Attunement
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 weapon damage. Your Summer Affinity grants an additional +1 Strength.
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.
Major Autumn Attunement 0/3
Major Autumn Attunement
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Sneak Attack damage. Your Autumn Affinity grants an additional +1 Wisdom.
Major Winter Attunement 0/3
Major Winter Attunement
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Fortitude Saves. Your Winter Affinity grants an additional +1 Intelligence.
Spring Spell - Vigor 0/1
Spring Spell - Vigor
Ranks: 1 Cost: 1 AP Requires: 15 AP
Spell Like Ability: Vigor: 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.
Summer Spell - Fire Shield (Flame) 0/1
Summer Spell - Fire Shield (Flame)
Ranks: 1 Cost: 2 AP Requires: 15 AP
Spell Like Ability: Fire Shield Hot: You are wreathed in flames that do fire damage to attackers and reduce all cold damage taken by half.
Skill 0/1
Skill
Ranks: 1 Cost: 1 AP Requires: 15 AP
+3% Doublestrike
+3% Doubleshot
+3% dodge
You bypass +3% dodge.
Autumn Spell - Night Shield 0/1
Autumn Spell - Night Shield
Ranks: 1 Cost: 1 AP Requires: 15 AP
Spell Like Ability: Night Shield: Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
Winter Spell - Displacement 0/1
Winter Spell - Displacement
Ranks: 1 Cost: 2 AP Requires: 15 AP
Spell Like Ability: Displacement: Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.
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.
Eladrin Ability 0/1
Eladrin Ability
Ranks: 1 Cost: 2 AP
Choose between Dexterity, Intelligence, or Charisma
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.
Eladrin Ability 0/1
Eladrin Ability
Ranks: 1 Cost: 2 AP
Choose between Dexterity, Intelligence, or Charisma
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.

Racial Past Lives

Earned by reincarnating out of a life as this race. Each is a separate feat, taken in order.

  • You were an Eladrin in a past life. You gain +1 to the Listen skill. This is the first of three Past Life: Eladrin feats, each of which grants a different bonus.
  • You were an Eladrin in a past life. You gain +1 to Dexterity. This is the second of three Past Life: Eladrin feats, each of which grants a different bonus.
  • You were an Eladrin in a past life. You gain +1 Racial Action Point. This is the final Past Life: Eladrin feat.