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Elf

Elf

Favored class: Wizard

Elves are very dexterous but are less hardy than the other races. They have a resistance to enchantments and have keen senses.

NOTE: Elves and Wood Elves share the same Racial Past Life Feats.

Elves have an extremely ancient and refined culture, and most elves learn about the accomplishments of their ancestors and are taught to appreciate where they have come from. Most are in tune with nature, often dwelling in peaceful forest homes high in the trees.

Stat Notes:

Elves start with higher dexterity and lower constitution.

Strengths: Resistant to enemy enchantment spells, keen senses that allow them to spot hidden traps, doors, and hiding enemies better than other races.

Weaknesses: Slightly lower hit points due to lower constitution.

Str 0
Dex +2
Con -2
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.

  • Proficiency: Longsword
    You do not suffer a -4 penalty on attack rolls when using a longsword.
  • Proficiency: Rapier
    You do not suffer a -4 penalty on attack rolls when using a rapier.
  • Proficiency: Longbow
    You do not suffer a -4 penalty on attack rolls when using a longbow.
  • Proficiency: Shortbow
    You do not suffer a -4 penalty on attack rolls when using a shortbow.
  • 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.

Selectable Feats 10

Available only to this race, and taken with a feat slot like any other — being the right race makes them available, it does not grant them.

  • Requires Child of the Undying Court
    You follow the Undying Court. You gain +2 to attack and damage rolls with scimitars.
  • Champion of the Deathless also Half-Elf
    Activate this ability to grant weapon proficiency in scimitars to yourself or a friend until the target next rests. Consumes a use of turn undead.
  • Requires Favored by the Undying Court
    You follow the Undying Court. You gain +2 to attack and damage rolls with scimitars.
  • Cleric of the Undying Court also Half-Elf
    You are a cleric of the Undying Court. You have +1 to hit with scimitars.
  • Follower of the Undying Court also Half-Elf
    High Elf or Half-Elf only. You are guided by the wisdom of the deathless of Aerenal, and are a true believer in the ways of the Undying Court. Existence is a spiritual journey requiring far longer than a single lifetime. Only the Undying can ever truly learn what great wonders lie at its end. Grants a +1 bonus to hit with scimitars, the favored weapon of the clergy of the Undying Court.
  • Greater Dragonmark of Shadow
    Requires Lesser Dragonmark of Shadow, 9th level
    Activate this ability to harness the bloodline of House Phiarlan to cast Shadow Walk once per rest. Also allows you to use your Least and Lesser Marks of Shadow an extra time per rest. Shadow Walk lasts for one minute per character level and allows you to move faster and makes you harder to hit but ends if you interact with objects or attack.
  • The bloodline of House Phiarlan bestows on you a +2 bonus to your Hide skill. Activate this ability to cast Invisibility three times per rest.
  • Lesser Dragonmark of Shadow
    Requires Least Dragonmark of Shadow, 6th level
    Activate this ability to harness the bloodline of House Phiarlan to cast Displacement two times per rest. Also allows you to use your Least Mark of Shadow an extra time per rest. Displacement gives enemies a 50% miss chance when attacking you for six seconds per character level.
  • Paladin of the Undying Court also Half-Elf
    You are a paladin of the Undying Court. You have +1 to hit with scimitars.
  • Undying Call also Half-Elf
    You are a devoted follower of the Undying Court, and your faith has been rewarded. Activate this ability to lead a dead ally's spirit back to this world, acting as a True Resurrection on high elven spirits or a Raise Dead for others.

Enhancements Full tree →

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

Phiarlan Dragonmark Focus 0/3
Phiarlan Dragonmark Focus
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 dragonmark use per day, +1 Hide
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
Elven Weapon Training 0/1
Elven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 1 AP
Grants bonuses to hit and damage with a chosen set of weapons.
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.)
Lesser Dragonmark of Shadow 0/1
Lesser Dragonmark of Shadow
Ranks: 1 Cost: 2 AP Requires: 5 AP
Lesser Dragonmark Spell: Shadow Walk. (Transports you to the edge of the Material Plane where it borders the Plane of Shadow. While this spell is active, you move much faster than normal and your outline appears faint and you are harder to hit. Attacking another creature or otherwise interacting with objects shunts you back to the Material Plane.)
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.
Elven Weapon Training 0/1
Elven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 5 AP
Grants bonuses to hit and damage with a chosen set of weapons.
Elven Arcanum 0/3
Elven Arcanum
Ranks: 3 Cost: 2 AP Requires: 5 AP
+25 spell points and +1 spell penetration.
Greater Dragonmark of Shadow 0/1
Greater Dragonmark of Shadow
Ranks: 1 Cost: 2 AP Requires: 10 AP
Greater Dragonmark Spell: Displacement. (Your appearance becomes extremely blurred, giving enemies a 50% miss chance when attacking.)
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.
Elven Weapon Training 0/1
Elven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 10 AP
Grants bonuses to hit and damage with a chosen set of weapons.
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.)
Binding Shadows 0/1
Binding Shadows
Ranks: 1 Cost: 1 AP Requires: 15 AP
Greater Dragonmark Spell: Dark shadows wrap around an enemy, slowing it and draining its life force, applying 2d4 negative levels.
Elven Grace 0/1
Elven Grace
Ranks: 1 Cost: 1 AP Requires: 15 AP
You may use your Dexterity modifier to determine the damage you deal with your chosen set of weapons.
Elven Weapon Training 0/1
Elven Weapon Training
Ranks: 1 Cost: 2 AP Requires: 15 AP
Grants bonuses to hit and damage with a chosen set of weapons.
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.
Elven Dexterity 0/1
Elven Dexterity
Ranks: 1 Cost: 2 AP
+1 Dexterity
Elven Accuracy 0/1
Elven Accuracy
Ranks: 1 Cost: 1 AP
You gain +2% to hit with all attacks.
Elven Dexterity 0/1
Elven Dexterity
Ranks: 1 Cost: 2 AP
+1 Dexterity
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 a Elf in a past life. You gain +1 to the Spot skill. This is the first of three Past Life: Elf feats, each of which grants a different bonus.
  • You were a Elf in a past life. You gain +1 to Dexterity. This is the second of three Past Life: Elf feats, each of which grants a different bonus.
  • You were a Elf in a past life. You gain +1 Racial Action Point. This is the final Past Life: Elf feat.