Elves
The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, though with key differences. While fey are truly linked to the flora and fauna of their homes, existing as the nearly immortal voices and guardians of the wilderness, elves are instead mortals who are in tune with the natural world around them. Elves seek to live in balance with the wild and understand it better than most other mortals. Some of this understanding is mystical, but an equal part comes from the elves' long lifespans, which in turn gives them long-ranging outlooks. Elves can expect to remain active in the same locale for centuries. By necessity, they must learn to maintain sustainable lifestyles, and this is most easily done when they work with nature, rather than attempting to bend it to their will.
However, their links to nature are not entirely driven by pragmatism. Elves' bodies slowly change over time, taking on a physical representation of their mental and spiritual states, and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings, most noticeably taking on coloration that reflects the local environment.
Elves value their privacy and traditions, and while they are often slow to make friends at both the personal and national levels, once an outsider is accepted as a comrade, the resulting alliances can last for generations. Elves take great joy in forging alliances with races that share or exceed their long lifetimes, and often work to befriend dragons, outsiders, and fey. Those elves who spend their lives among the short-lived races, on the other hand, often develop a skewed perception of mortality and become morose, the result of watching wave after wave of companions age and die before their eyes.
Low-Light Vision
Prerequisites: None; Benefit: Members of this race can see twice as far as a race with normal vision in conditions of dim light.
Elven Immunities
Prerequisite: Elf subtype; Benefit: Members of this race are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
Elven Magic
Prerequisite: Elf subtype; Benefit: Members of this race gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
Keen Senses
Weapon Familiarity
Prerequisites: None; Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon. Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Arcane Focus
Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on concentration checks made to cast arcane spells defensively.
Darkvision
Desert Runner
Prerequisites: None; Benefit: Members of this race receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments.
Dreamspeaker
Prerequisites: None; Benefit: Members of this race gain a +1 bonus to the saving throw DCs of spells of the divination school and spells that produce sleep effects that they cast. In addition, members of this race with a Charisma score of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the user's character level).
Elemental Resistance
Envoy
Prerequisites: None; Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities: 1/day—comprehend languages, detect magic, detect poison, read magic. The caster level for these effects is equal to the user's character level.
Eternal Grudge
Fleet-Footed
Prerequisite: The race has at least a +2 racial bonus to Dexterity; Benefit: Members of this race receive Run as a bonus feat and a +2 racial bonus on initiative checks.
Lightbringer
Prerequisites: None; Benefit: Members of this race are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spells or effects they cast (including spell-like and supernatural abilities). If a member of this race has an Intelligence of 10 or higher, it may use light at will as a spell-like ability.
Silent Hunter
Prerequisites: None; Benefit: Members of this race reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).
Spirit of the Waters
Urbanite
Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.
Woodcraft
- Size
- Medium
- Speed
- 30 ft.
- Languages
- Common, Elven, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan
- Universe
- core
- Source
- Advanced Race Guide
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