Races/Elf

Physical Description: Elves tend to be taller and more slender than humans. Their long pointed ears are their most recognizable trait. Their eyes tend to be wider and larger than that of humans as well. Elves after this tend to vary a bit between the different heritages, with the most noticeably different being the Dusk elves, having coal black to a darker bluish tinted skin tone.

Unlike humans also elves are a very long lived race, reaching adulthood around 100 years, and living for thousands of years. Their physical appearance is nearly unchanging as they age, only showing signs of aging near the end of a elf’s life.

The average height of a male elf is between 5’ 6”  and 6’ 8” and from 116 to 158 lbs.

The average height of a female elf is between 5’6” and 6’ 4” and from 96 to 126 lbs.

Society: Elves tend to be a somewhat reclusive race, living within nature. Due to their longer lives elven society tends to be fairly unchanging, and even the more radical idea youths tend to either leave elven society or simply integrate in before any change in ruling can occur.

The places they live tend to have very little worked stone, and if they do contain a stone building, while usually beautiful in their craftsmanship, where designed by shaping the stone with magic rather than by hand. Their cities tend to look to some like they’re both orderly and overgrown, with many trees/bushes lining the wood or stepping-stone laid paths, but none of it actually impeding movement or daily activities.

Elves tend to be led by a small council of elders, with newly nominated taking their place as they either die or retire, many not staying in the position for their full life. If an elf is particularly gifted in the arcane or the magics of nature they may be appointed to the council as well, though usually only one or two hold such a position before their usual time.

Relations: Elves tend to be dismissive of other races, though generally not outright hostile towards them. Elves tend to have more respect for individuals over groups as a whole, though due to their long lives may cause disputes, feuds, and other disagreements with other races to linger far longer than other races would.

Type: Humanoid(Elf)

High Elf
Description: High elves are the most common form of elf that the world is acquainted with, which as a result has helped depict what most expect from elves. While maintaining the dismissive nature of elves they are likely the most inviting of the other elves being in regions or forests near other nations or commonly traveled, unlike others who tend to hide themselves away in remote parts of the world.

Ability Score Modifiers: High Elves gain a +2 racial bonus to Dexterity and Intelligence, and a -2 penalty to Constitution.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common or Elven

Special Vision Types: Low-Light

Trait: High elves gain a +2 racial bonus on perception checks as well as a +2 racial bonus on concentration checks.

Wood Elf
Description: Wood elves usually live alongside high elves, though tend to rarely leave their homeland due to having a deeper connection to nature. Wood Elves for the most part look the same as High Elves though tend to have slightly more tan skin tone from their time spent outdoors hunting. Wood Elves tend to be highly skilled with a bow as opposed to magic and make for better trackers than their High Elf brethren.

Ability Score Modifiers: Wood Elves gain a +2 racial bonus to Dexterity and Wisdom, and a -2 penalty to Constitution.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common, Elven

Special Vision Types: Low-Light

Trait: Wood Elves gain a +2 racial bonus on Survival, and may treat their strength as 2 higher for the purposes of meeting the strength requirement for bow Keyword weapons.

Dusk Elf
Description: Dusk elves are a type of elf that has coal black or dark blue-ish tinted skin tones. Dusk elves tend to live in cavern cities or deep in woods with tall trees and canopies so thick that almost no light can shine through. Dusk elves tend to follow a more nocturnal pattern, looking to hunt and gather outside of their sanctuaries of darkness at night rather than daytime. Due to this lifestyle their eyes have become more adapted to the dark than others.

Dusk elves do exist in the rest of the world, but tend to be a rarer sight that can draw attention easily due to how distinct they appear. This tends to not be as much of a problem as Dusk Elves are much more adept at communicating with other races due to lacking some of the innate prejudices and dismissiveness of the other elven heritages. This is not to mean they are innately friendly as some Dusk Elf societies are dedicated to worship of evil gods and are hostile to outsiders, while others are not hostile but are simply reclusive due to the rarity of outsiders  visiting their homelands.

Ability Score Modifiers: Dusk Elves gain a +2 racial bonus to Dexterity and Charisma, and a -2 penalty to Constitution.

Size: Medium

Base Speed: 30 Feet

Starting Languages: Common, Elven

Special Vision Types: Darkvision (60 feet)

Trait: Dusk Elves gain a +2 bonus to stealth checks, as well as a +1 bonus to attack rolls against creatures within dim light or darkness.

Elven Magic (Race)
Prerequisite: Elf(High elf)

Benefit: When rolling against spell resistance treat the foes spell resistance as 5% lower. In addition you gain a +2 racial bonus on Knowledge(Arcane) checks and Use Magic Device checks for identifying and interacting with magic items.

Perfect (Race)
Prerequisite: Elf(High Elf)

Benefit: The eerie beauty of some elves cannot be denied. You gain a +2 racial bonus on Bluff and Diplomacy checks against humanoids. In addition you gain a +2 racial bonus to saving throws against polymorph keyword spells.

Sleepless Trance (Race)
Prerequisite: Elven Immunities, Elf(High Elf or Dusk Elf)

Benefit: Instead of sleeping you enter a meditative trace for 4 hours to rest and recover your stamina and magics. During this trance you are fully aware of your surroundings though are treated as helpless until you perform an action to leave the trace.

Slender (Race)
Prerequisite: Elf(High Elf)

Benefit: High elves tend to be even more lithe than elves of other heritages, making it easier for you to slip out of restraints. You gain a +2 racial bonus on Escape artist checks. In addition you gain a +2 racial bonus to CMB and CMD checks to escape and resist grapple and reposition combat maneuvers.

Elven Eyes (Race)
Prerequisite: Elf(Wood Elf), Wis 13

Benefit: You reduce the penalties from distance on perception checks by up to -5. In addition you reduce the penalties on ranged attacks rolls when attacking outside of the first range increment by up to 2 (minimum 0).

Long-Limbed (Race)
Prerequisite: Elf(Wood Elf)

Benefit: Your body allows for you to take greater strides than most of your kin, and you have mastered the use of this additional mobility. You gain a +5 bonus to your base land speed and a +2 racial bonus on acrobatics checks made to jump.

Woodcraft (Race)
Prerequisite: Elf(Wood Elf)

Benefit: Living in a forest has granted the wood elf has taught you many tricks. You gain a +2 racial bonus on Knowledge(Nature) as well as a +2 racial bonus on any Profession skill checks related to woodworking.

Shadow Caster (Race)
Prerequisite: Elf(Dusk Elf), Cha 13, BCB +1

Benefit: When casting spells of the dark keyword you treat your BCB as 2 higher for the purposes of determining the duration of the spell.

Sleepless Trance (Race)
Prerequisite: Elven Immunities, Elf(High Elf or Dusk Elf)

Benefit: Instead of sleeping you enter a meditative trace for 4 hours to rest and recover your stamina and magics. During this trance you are fully aware of your surroundings though are treated as helpless until you perform an action to leave the trace.

Superior Darkvision (Race)
Prerequisite: Elf(Dusk Elf)

Benefit: Your darkvision improves from 60 feet to 120 feet.

Ancestral Weapon Expertise (Race)
Prerequisite: Base Attack Bonus +1, Elf(Any)

Benefit: You gain proficiency in Longbows, Shortbows, Longswords, and Rapiers if you did not already possess it. In addition you treat the Curved Blade, Bladed Ribbon,  and Bladed Scarf as martial weapons rather than exotic for the purposes of determining proficiency with these weapons. In addition when you gain this feat choose one of the following, you gain these benefits when wielding any of these weapons:


 * Deadly Precision: You gain a +2 bonus to critical confirmation rolls with the weapons against foes denied their dexterity bonus to AC.
 * Defender: Treat the weapons listed in this feat as having the blocking weapon feature.
 * Focusing Implement: If the weapon is able to be used as an implement you gain a +1 bonus on concentration checks while wielding the one of the listed weapons as an implement.
 * Graceful Bow: Treat your strength as 2 higher for the purposes of meeting the strength requirement for bow Keyword weapons.
 * Graceful Strikes: Treat the weapons listed in this feat as having the lightweight weapon feature.
 * Sniper: Treat the range increment of the weapon as 5 higher.
 * Sweeping Strikes: Treat the weapons listed as having the trip weapon feature.

Arcane Focus (Race)
Prerequisite: Elf(Any)

Benefit: You have focused your studies during your life to the ways of magic. You gain a +2 racial bonus to concentration checks.

Special: This feat stacks with the +2 racial bonus to concentration checks high elves receive.

Breadth of Experience (Race)
Prerequisite: Elf(Any); 100+ years old.

Benefit: You have a lifetime of knowledge and training. You gain a +2 racial bonus on all knowledge and profession skill checks, and are no longer treated as untrained in those skills even if you lack ranks in them.

Connected to Nature (Race)
Prerequisite: Elf(Any), Casting, Nature Affinity

Benefit: Your natural connection both grants you understanding and power over nature. You gain a +2 racial bonus on knowledge(nature) and handle animal skill checks. In addition you gain a +1 bonus on all will save attacks with nature affinity spells.

Elven Accuracy (Race)
Prerequisite: Elf(Any), Wis 14

Benefit: Your sharp eyesight makes difficult attacks easier. Once per day, before you make an attack roll you may choose to roll twice and take the more favorable result.

Special: For every 3 Wisdom you possess after 14 you may use this feat one additional time per day.

Elven Focus (Race)
Prerequisite: Elf(Any), Int 14, Concentration 1 Rank

Benefit: A number of times per day equal to your intelligence modifier (minimum 1) you may choose to roll twice and take the better result on a concentration check. You must decide to use this feat before rolling for concentration.

Elven Immunities (Race)
Prerequisite: Elf(Any)

Benefit: Your elven heritage gives you a more innate connection to the world of magic, granting improved immunities against it. Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Memory (Race)
Prerequisite: Elf(Any), Prepared Caster

Benefit: Your elven memory makes it easier for you to memorize spells, granting you 1 additional spell charge per day.

Special: For every 10 Intelligence you possess after 10 you gain an additional spell charge.

Overwhelming Magic (Race)
Prerequisite: Elf(Any), Casting

Benefit: You gain a single magic feat of your choice that you would qualify for.

Spell Dancer (Race)
Prerequisite: Elf(Any), Mystic Pool Benefit: Elves have greater prowess than others at mixing the martial and the arcane together into an artform. You may substitute your Perform(Dance) skill in place of a concentration check for a spell. In addition you gain 1 additional mystic pool point per day plus an additional 1 for every 5 ranks of Perform(Dance) you possess.