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Wood Elf

Wood Elf

Favored class: Barbarian

Wood Elves are similar to elves, but are more hardy (having no Constitution penalty) and less inclined toward higher learning (lower Intelligence).

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

Wood Elves have ancient roots, with their culture originating near the same time as other Elves. Hardier than other Elves, many were raised up in the most dangerous wilds where few others would dare go.

Stat Notes:

Wood Elves start with higher Dexterity and lower Intelligence.

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

Weaknesses: Fewer Skill Points (due to lower Intelligence), and are not as competent in classes that require higher learning, such as Wizard or Artificer.

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

Automatic Feats 9

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.
  • Wood Elves are elves, but they also have features of their own.

Enhancements Full tree →

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

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.

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.