Races: Elf

Elves are notable for their long lifespans inherited from their fairy ancestry, capable of reaching over a thousand years. Their main physical distinctions are their long pointy ears, slender bodies and facial features. Beyond simple appearances, elves retain a deep spiritual and physical connection to nature and magic, again stemming from their fairy origins. Many elven communities developed physical traits tied to the environment or magic they were raised in. Elven skin complexion ranges from ivory white to dark brown based on climate, with tinges or blushes of green, blue, or yellow depending on their surrounding environments. One branch of elves, called the Sei'anthyr on Celesia or more commonly "aquatic elves", experienced so many changes that they are considered a fully distinct people. Another distinct elf people are the Nui'anthyr, the dark elves, who trace their ancestry to a powerful Fairest of the Night.

Elves are believed to have descended from the Sidhe, the highest fairykind of Faerie just below the Fairest. It is recounted in myths and legends that these Sidhe clans were instrumental in the completion of Midgard the Prime Material plane, and upon seeing the fruits of their labour, many were drawn by the freedom and potential of growth they could achieve by fully transitioning their essences into the new realm and be reborn as its natives. These Sidhe knew that as fairies, they would be forever bound to the nature of Faerie, despite their great power and sense of self. Only by sacrificing that power and immortality by becoming Midgardian mortals could they have the chance to grow beyond what they started as. These Sidhe would call themselves "elf", a name derived from a primodrial Sylvan word for "new people".

Elves emerged fully formed in the early 2nd Age across a multitude of world throughout the Prime Material. On Celesia, they appeared after the rise of the sserassin and neraxin, and just before that of the humans and orcs. However, it is their otherworldly origins and not when they appeared, that classifies them as a 2nd-generation people of Celesia.

While more advanced in magic and crafting than humans and orcs, the elves of Celesia eventually fell into slavery under the sserassin and neraxin as all other primanoids. Despite their notable advantages, the elves were no match for the extreme cruelty and brutality of the serpent and spider folks. When the Cosmic Horrors arrived in the universe, the knowledge and magic of the elves proved vital to the resistance formed by the humans.

The elves seized upon the opportunity to regain their lost glory. Although the core of the resistance was driven by humankind, elven heroes rose up as significant leaders. When the Cosmic Horrors were driven or sealed away, elves stood along humans and dwarves as the new powers of Celesia at the beginning of the 3rd Age.

The elves went on to raise up their own kingdoms around the world. Their magic was vital in healing the world and restoring its life and beauty. During the early part of the 2nd Age, the elven superpowers got along well with their peers among the dwarves and humans, and they were collectively known as the Starlight Empires. So it persisted until the human magi of Xian nearly ruined the world once more with their ambitious follies.

Fortunately for the rest of the world, the cataclysm destroyed only Xian, but its aftershocks severely impacted everyone else. The elves and dwarves stepped in to save Celesia, gaining more power and influence in the wake of humanity's fall. Both peoples now held a wariness of human power, and worked to prevent them from creating new calamities. However, one clan went too far.

The Aerlonesti clan held enormous amounts of power and influence thanks to a long and honoured ancestry. Having a long history of grudges against humans and other peoples, when they rose to power, they influenced many to take more extreme measures to prevent non-elves from growing and to preserve the state of elven power. Arrogance and greed became more prevalent among the elves, and atrocities against other peoples were becoming more and more frequent.

While many elves followed the Aerlonesti's dark path, many others still went against them. These elves remembered their traditions of love and happiness, and of the common struggle and suffering they shared with other peoples. A great elven civil war, the Broken Song Wars, broke out across Celesia, with those seeking equal and propserous relations with other people on one side, and those seeking full elven dominance over the world on the other. It was during these wars that the Nightfall event occurred where the Nui'anthyr people rampaged across the world against all other elves under the dark spell of the Nightsinger. The Darklight Wars as they were known became another set of conflicts within the Broken Song Wars, and saw the near totality of dark elves being driven underground.

In a final bid to take control of the world, the Aerlonesti followed the same folly as the magi of Xian with their own elven twist. The powerful ritual spell they tried to enact backfired, instigating the great cataclysm they initially feared humans would commit. The destruction that ensued broke the world-spanning power of the elves and the dwarves, and ended the 2nd Age.

Elvendom would persist through the ages until modern times, but never more with the great unity they beheld at the height of the Starlight Empires. The elves have seen a great fall to power, but many elf nations still exist. They continue to share a strong common bond with each other, but these elven states grew to have their own distinct identities as well. Many are even thriving to this day, even when surrounded by brutal powers that seek their power and wealth. The elves of Celesia continue to play an influential role on the rest of the world, and they are not looking to leave any time soon.

In general, elves have a deep affinity for the natural environment and balance. Wherever they build, they do so with gentleness and patience, integrating their structures into the local ecosystem. They have also have a deep respect and understanding of magic, and are disdainful of those that wield it irresponsibly. Their long lifespans allow them to take their time to think before taking action, but they can as whimsical as the weather.

With the amount of time they have available to them, even the laziest of elves can attain great heights of power. Many elven elders and leaders are prone to being patronizing to outright arrogant to other shorter-lived peoples, though they do not make exception for younger elves either. The memory of humanity's first cataclysm has a long shadow over their attitude with them, only mitigated by the hsame of the cataclysm their own people committed. This attitude somewhat mars the general admiration of elven grace and artistry that other peoples have for them. That being said, elves are generally open to having good relations and experiences with other peoples that don't seek to harm them, and would enjoy a drink with a human or a dwarf just as much as with any other elf.

Ethnicities


Corellanthyr

Perhaps the oldest and most widespread of the elven people, the Corellanthyr can be found throughout the world, and have shaped elven culture since primordial times.

Eiranthyr

The Eiranthyr are snow elves that inhabit the cold north of Asteropa.

Ilmeri

During the Age of Starlight, the Ilmeri elves broke away and developed their own cultural identity due to their self-imposed isolation of their island of Ilmer from the rest of the world. It took the Tyrant's World War to force them to open their borders and interact with the rest of the world again.

Lunathyr

The Lunathyr trace their origin to the elves that were native to the island of Kuto. They have since spread out throughout the world, but are more commonly found on the continents of Zhoulong, Ramvata, and Asteropa. They believe themselves to be the children of the union of the sun and moon.

Shakoti

The Shakoti are the wood elves of the northern forests of Anowakowa.

Sylvanthyr

The Sylvanthyr are the wood elves native to Coraithess. They are, in fact, the only true native elf people of the mystical isle.

Thyrandryr

The Thyrandryr are sand elves from central deserts of Khaliram.

Valenthyr

The Valenthyr are wood elves that inhabit the temperate regions of Asteropa.

Vangalka

The Vangalka are wood elves native to the jungles of central Ramvata.

Languages


Corellar

Eiranor

Lunarin

Valderin

Racial Traits


Standard Traits (13 CP)

  • Type: Elves are primanoids with the elf subtype.
  • Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
  • Base Speed: Elves have a base speed of 30 feet.
  • Languages: Elves begin play speaking a regional Elven language. Elves with high Intelligence scores can choose a regional language from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Human, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits

  • Elven Immunities: Elves are immune to magic sleep effects and gain a racial bonus equal to half of their total Hit Dice to saving throws against enchantment spells and effects. (4 CP)

Feat and Skill Racial Traits

  • Keen Senses: Elves receive a racial bonus equal to their total Hit Dice on Perception checks. (2 CP)

Magical Racial Traits

  • Elven Magic: Elves can use the following spell-like abilities a number of times per day equal to their total Hit Dice: blend, whispering lore. They use their total HD as their caster level. (4 CP)

Offense Racial Traits

  • Elven Reflexes: Elves gain a racial bonus equal to half of their total Hit Dice on initiative checks. (2 CP)

Senses Racial Traits

  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. At 7th Hit Die, their range increases to three times as far, four times as far at 14th, and so on every 7 HD after. (1 CP)

Alternate Physical Traits

  • Creepy: For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a penalty equal to half of the elves' total Hit Dice on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a racial bonus equal to their character level on Intimidate checks. This racial trait replaces elven magic. (4 CP)
  • Dreamless Sleep: Some elves resist all sleep rather than only magical sleep, sleeping lightly and without any dreams to disturb them, remaining vaguely aware of the world around them. They gain the Somnambulance talent twice as bonus talents at 1st level even if they do not possess the Scout sphere. This replaces elven immunities. (4 CP)
  • Faerie Born: True children of Faerie, not the exiles born in another world and corrupted by its influence. Faerie born change their type from humanoid to fey, though do not change any subtypes. This modifies type and replaces keen sense. (2 CP)
  • Long-Limbed: Elves with this racial trait add an extra 5 feet to their base speed. At 5th Hit Die, and every 5 HD after, they add another extra 5 feet. This replaces elven magic. (4 CP)
  • Moon-Kissed: Elves with this alternate racial trait gain a racial bonus equal to half of their total Hit Dice on saving throws against arcane magic. This replaces elven immunities. (4 CP)

Cultural Traits

  • Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The elf gains a racial bonus equal to her Total Hit Dice on checks made for the selected skills. (4 CP)
  • Human-raised: Elves raised outside of elven communities are accustomed to other races’ brevity of life. Elves raised by humans inherit their single-minded drive to master their skills. They gain Skill Focus as a bonus feat, followed by another one at their 5th Hit Die, and every 5 HD after. (3 CP)
  • Overwhelming Magic: 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 or Sphere Focus (magic spheres only) as a bonus feat. At their 4th Hit Die, and every 3 HD after, they gain another Spell Focus or Sphere Focus (magic spheres only) bonus feat, or Greater Spell Focus or Spell Specialization bonus feats if they meet the prerequisites. This occupies both cultural trait slots. (5 CP)
  • Shadowhunter: Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a racial bonus equal to half of their Total Hit Dice to remove negative levels. (3 CP)
  • Ageless Patience: Some families of elves have been strongly influenced by rigidly honorable non-elven cultures. 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 racial bonus equal to their character level when taking 20 on skill checks. This racial trait replaces elven magic and keen senses.
  • Aquatic Mastery: Some aquatic elves are able to wield the power of the sea with great prowess. Elves with this racial trait increase the DC of any spell with the water descriptor they cast by one half of their character level. This replaces weapon familiarity.
  • 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 racial bonus equal to their character level on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
  • Behind the Veil: Characters with this trait gain a racial bonus equal to their character level 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: Prerequisite(s): 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. At character level 7th, and every 7 levels after, the distance increases by 30 feet. Elves can take this trait in place of keen senses.
  • Blightborn: Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a racial bonus equal to half of their character level 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.
  • Cold-Honed: The elf can move through natural snow and ice at their normal speed and gain a racial bonus equal to half of their character level on Fortitude saves to avoid nonlethal damage from cold environments. This replaces elven immunities.
  • Crossbow Training: An elf with this trait is proficient with crossbows, and can reload them with one less act, to as quick as a free action. She also gains a racial bonus equal to half of her character level on attack rolls made with crossbows. This racial trait replaces weapon familiarity.
  • 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. Their range increase by 30 feet at character level 7th and every 7 levels after. 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 racial bonus equal to half of their character level 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.
  • Devoted Companion: While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a racial bonus equal to half of their character level on attack rolls and caster level checks while adjacent to an ally who has been reduced to fewer than half her maximum hit points. This replaces elven magic and weapon familiarity.
  • Dimdweller: Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a racial bonus equal to their level on Intimidate, Perception, and Stealth checks. Elves can take this trait in place of weapon familiarity.
  • Disinterested Observer: Elves who frequently interact with shorter-lived species often come to rely on their ability to weight out such impatient races. These elves gain a racial bonus equal to half of their character level 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.
  • Dragon Magic: Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores a number of points equal to half of her character level 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.
  • Draconic Consular: Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a racial bonus equal to their character level on Diplomacy and Knowledge (arcana) checks. This racial trait replaces keen senses.
  • Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add a racial bonus equal to half of their character level 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 a number of times per day equal to their character level as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities.
  • Dusksight: 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.
  • Eastern Weapon Mastery: Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. They also gain a racial bonus equal to half of their character level on attack rolls made with these weapons. This replaces weapon familiarity.
  • 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. At character level 5th, and every 5 levels after, the chosen elemental resistance increases by 5. This racial trait replaces elven immunities.
  • 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 a number of times per day equal to their character level: 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 racial bonus equal to half of their character level 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 Magic: The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast a number of times per day equal to their character level. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses.
  • Fey-Sighted: You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces elven magic.
  • 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 racial bonus equal to half of their character level on initiative checks. This racial trait replaces keen senses and weapon familiarity.
  • Frostmelding: Elves with this alternate racial trait can use meld into stone as a spell-like ability a number of times per day equal to their character level, with a caster level equal to their character level, except that they instead meld with snow and ice and the spell duration is 1 round per level. This replaces elven magic.
  • Illustrious Urbanite: 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.
  • Jungle Affinity: The elf gain a racial bonus equal to their character level on Stealth checks while within jungle terrain and can move through natural difficult terrain in a jungle at their normal speed. This trait replaces keen senses.
  • Keeper of Secrets: Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by half of their character level and they receive a racial bonus equal to their character level on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces elven magic.
  • Light against Darkness: Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a racial bonus equal to half of their character level 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 their caster level is treated as 50% 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.
  • Loremasters: Some elves are steeped in lore older than most civilizations. They gain a racial bonus equal to their character level on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.
  • Memories Beyond Death: Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a racial bonus equal to half of their character level 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 a bonus proficiency increase on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic.
  • Natural Swimmer: Elves with this trait gain a racial bonus equal to their character level on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces elven magic and keen senses.
  • Perfect: The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a racial bonus equal to their character level on Bluff and Diplomacy checks against humanoids and a racial bonus equal to half of their character level on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities.
  • Poison Minion: 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 Magic: Some elves specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a racial bonus equal to their character level 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.
  • Sense Thoughts: Some elves are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability a number of times per day equal to their character level, with a caster level equal to their character level. This replaces elven immunities and keen senses.
  • Shadowplay: Characters with this trait cast spells with the darkness, light, or shadow descriptor at one and a half times their 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 an amount equal to their character level 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.
  • Slender: Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a racial bonus equal to their character level on Escape Artist checks, and a racial bonus equal to half of their character level on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities.
  • 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.
  • Tongue of the Sea: Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aquan, Common (choose one regional language), Demoniac, Liantis (choose one regional language), Piscean (choose one regional language), Thulkesh, Tritonis (choose one regional language), and Undercommon (choose one regional language). This racial trait replaces an elf’s normal languages.
  • 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 racial bonus equal to their character level 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.
  • Vigilance: You gain a dodge bonus equal to half of their character level to AC against attacks by chaotic creatures. This trait replaces elven magic.
  • Voice in the Darkness: Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld 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 racial bonus equal to their character level on Intimidate and Stealth checks. Elves can take this trait in place of weapon familiarity.
  • Weapon Familiarity: Elves are proficient with bows (including composite bows), double-edged straight swords, and rapiers, and treat any weapon with the word “elven” in its name as a martial weapon. They gain a racial bonus equal to half of their character level on attack rolls with those weapons.
  • Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a racial bonus equal to their character level on Knowledge (nature) and Survival checks. In forest terrain, these bonuses are doubled. This racial trait replaces elven magic.

Racial Feats


Feat Name Category/Type Prerequisites Benefit
Arcane Talent Cha 10, elf, half-elf, or gnome Cast a 0-level spell a number of times per day equal to your character level as a spell-like ability.
Attuned to the Wild Elf Select one type of terrain from the ranger class’s favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate doubles.
Breadth of Experience General Dwarf, elf, or gnome; 100+ years old +2 bonus on all Knowledge and Profession checks.
Concentrated Fire Combat, Teamwork Point-Blank Shot, elf, weapon familiarity racial trait When you and an ally with this feat both ready actions to make ranged attacks, use the highest attack roll for both attacks.
Elf Dilettante Elf, Int 13 You gain a +1 bonus on all untrained skill checks. You can attempt untrained checks using skills that normally do not allow untrained use. If a skill doesn't allow skill checks (such as Speak Language), this feat has no effect.
Elven Accuracy Combat Elf Reroll miss chance due to concealment when using a bow
Elven Battle Style Combat, Style Elven Battle Training, base attack bonus +1, weapon familiarity racial trait You wield traditional elven weapons with grace.
Elven Battle Training Combat Base attack bonus +1, elf You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at elven weapons you are wielding
Elven Spell Lore Knowledge (arcana) 12 ranks, Int 17 or elf Your understanding of the elven secrets of magic grants you two benefits.
Focused Mind Autohypnosis 2 ranks, elf When you take 10 or take 20 on an Intelligence check or Intelligence-based skill check, you gain a +2 bonus on the check.
Fey Bloodline Bloodline Ability to cast arcane spells without preparation Your fairy ancestry grants you a bonus spell known at each spell level.
Fey's Fate Bloodline Fey Bloodline, ability to cast 2nd-level arcane spells You get a +1 luck bonus on all saving throws.
Fey Heritage Heritage Nonlawful alignment You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors.
Fey Legacy Heritage Fey Heritage, character level 9th You gain the following spell-like abilities, each usable a number of times per day equal to a third of your character level: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.
Fey Power Heritage Fey Heritage Your caster level and save DCs for enchantment spells and warlock invocations increase by 1.
Fey Presence Heritage Fey Heritage, character level 6th You gain the following spell-like abilities, each usable a number of times per day equal to a third of your character level: charm monster, deep slumber, and disguise self. Your caster level equals your character level.
Fey Skin Heritage Fey Heritage You gain DR/cold iron equal to 1 + the number of feats you have that list Fey Heritage as a prerequisite.
Greater Keen Senses Character level 3rd, elf, keen senses racial trait Your keen senses bonus is equal to your character level.
Guardian of the Wild Attuned to the Wild, elf When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class
Leaf Singer Cha 13, bardic performance class feature, elf or half-elf Gain benefits to bardic performance in forests and against fey.
Light Step Acrobatic Steps, Nimble Moves, elf Move normal speed in difficult terrain.
Lightfeet Acrobatics 2 ranks, Stealth 2 ranks, Dex 13, elf You can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or by 10 if you move at half speed to hide your trail). You ignore any penalties on your Stealth checks incurred by noisy or very noisy terrain.
Mage of the Wild Attuned to the Wild, elf When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks
Mixed Blood Heritage You can only choose the fey type option when selecting this feat as a racial feat.
Spirit of the Wild Attuned to the Wild, Guardian of the Wild, elf When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat
Stabbing Shot Combat Rapid Shot, elf Use arrow as a melee attack to push enemies back