Elves


Standard

 © 2015 Dean Spencer, used with permission. All rights reserved.

© 2015 Dean Spencer, used with permission. All rights reserved.

Elf Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

 

Elves from the Imperiums Campaign Setting

Huldufólk Elves

Huldufólk elves were drastically changed by their experiences fleeing their homeland and time spent in the Ightfal Tundra. As death stalked their procession, they slowlybecame skilled at seeing its cold touch upon the living. The primitive humans from the tundra mistook this ability as a sign of the Huldufólks’ divine nature and believed them to be spirits who proclaimed death and judged the souls of the living. The elves did nothing to dissuade this belief as the shrines the humans built in honor of the Huldufólk aided in the elves survival in the harsh land.

Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light. See Additional Rules.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

See Death (Su): This elf is able to see how close a creature is to death. The elf can determine if that creature it sees is dead, fragile (alive and wounded, with 3 or fewer hit
points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). This vision has a range of 30 ft.. Unlike like
the Deathwatch spell, this ability cannot see through spells or abilities that allow creatures to feign death, but it can see through a creature’s attempt to Bluff their status.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

 

Tuathan Elves

When the Sidhe first came to the mortal realm they took up residence within the hills of Aeliode. When the Sidhe became mortal and transformed into what are now the elves, many of the gifts their Sidhe nature granted them were lost. However, dwelling in their subterranean homes allowed them to retain their ability to see without the light of sun nor fire.

Racial Traits

+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Darkvision: Tuatha Elves can see perfectly in the dark up to 60 feet.

Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

See Death (Su): This elf is able to see how close a creature is to death. The elf can determine if that creature it sees is dead, fragile (alive and wounded, with 3 or fewer hit
points left), fighting off death (alive with 4 or more hit points), healthy, undead, or neither alive nor dead (such as a construct). This vision has a range of 30 ft.. Unlike like
the Deathwatch spell, this ability cannot see through spells or abilities that allow creatures to feign death, but it can see through a creature’s attempt to Bluff their status.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.