"What are you going to do about it you pointed
eared
frrribettt..."
-former
Baron of Germinal(current toad)
Thousands of years ago the Elven Empire collapsed due to internal struggles and was split into two separate subspecies the Light and Dark Elves. In time the Light Elves splintered into even more sub races and became more scattered. Each chose a place for their domain. This is what came to be called the Great Racial Divide. Since then the elves have continued as a fallen people. Elves of all types love art.
Size/Type | Medium
Humanoid |
Medium Humanoid | Medium Humanoid |
Hit Dice | 1d8
(4 hp) |
1d8 (4 hp) | 1d8 (4 hp) |
Initiative: | +1 | +1 | +1 |
Speed: | 30 Feet | 30 Feet | 30 Feet |
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
Base Attack/Grapple | +1/+2 |
+1/+2 | +1/+2 |
Attack: | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) |
Full Attack | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) | Longsword +2 melee (1d8/19-20) or longbow +3 ranged (1d8/×3) |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | None |
None | None |
Special Qualities: | Grey Elf Traits | High Elf Traits | Sylvan Elf Traits |
Saves: | Fort + 2 Ref +1, Will -1* | Fort + 2 Ref +1, Will -1* | Fort + 2 Ref +1, Will -1* |
Abilities: | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 |
Skills: | Hide +1, Listen +2, Search +3, Spot +2 | Hide +1, Listen +2, Search +3, Spot +2 | Hide +1, Listen +2, Search +3, Spot +2 |
Feats: | Weapon Focus (longbow) | Weapon Focus (longbow) | Weapon Focus (longbow) |
Environment: | Temperate mountains | Temperate forests | Temperate forests |
Organization: | Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) | Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) | Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: | 1/2 |
1/2 | 1/2 |
Treasure: | standard |
standard | standard |
Alignment: | Usually neutral good | Usually chaotic good | Usually chaotic good |
Advancement: | By character class | By character class | By character class |
Level Adjustment: | +0 |
+0 | +0 |
Size/Type | Medium
Humanoid |
Medium Humanoid | Medium Humanoid |
Hit Dice | 1d8 (4 hp) | 1d8 (4 hp) | 1d8 (4 hp) |
Initiative: | +1 | +1 | +1 |
Speed: | 30 Feet | 30 Feet | 30 Feet, 100 Feet(fly average) |
Armor Class: | 12 (+1 Dex, +2 leather), touch 11, flat-footed 14 | 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, flat-footed 15 | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
Base Attack/Grapple | +1/+2 | +1/+2 | +1/+2 |
Attack: | Trident +3 melee (1d8+1) or net +2 range | Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) | Shortspear +3 melee (1d8+1) or net +2 range |
Full Attack | Trident +3 melee (1d8+1) or net +2 range | Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) | Shortspear +3 melee (1d8+1) or net +2 range |
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
Special Attacks: | None | Poison, spell-like abilities | None |
Special Qualities: | Aquatic Elf Traits | Drow Traits | Avariel Traits |
Saves: | Fort + 2 Ref +1, Will -1* | Fort + 2 Ref +1, Will -1* | Fort + 2 Ref +1, Will -1* |
Abilities: | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 |
Skills: | Hide +1, Listen +2, Search +3, Spot +2 | Hide +0, Listen +2, Search +4, Spot +3 | Hide +1, Listen +2, Search +3, Spot +2 |
Feats: | Weapon Focus (tridents) | Weapon Focus (rapier) | Weapon Focus (net) |
Environment: | Temperate aquatic | Underground | Temperate mountains |
Organization: | Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) | Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains) | Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Challenge Rating: | 1/2 |
1 | 1/2 |
Treasure: | standard |
standard | standard |
Alignment: | Usually neutral good | Usually chaotic evil | Usually chaotic good |
Advancement: | By character class | By character class | By character class |
Level Adjustment: | +0 | +2 |
+0 |
The elves today are generally concentrated
Grey
Elves are at once the most noble and most
reclusive of the elves. They have withdrawn from the world after making
their mark, which was to ensure that the world was well on the path of
goodness. They view themselves the protectors of good in the world, but
rarely come to the assistance of the "lesser" races.
The Grey Elves are taller and more slender than the other elves. They
typically got silver hair and amber eyes. Somewhat rarer are those grey
elves with pale golden hair and violet eyes. These elves are often
known as faerie and are the elves that first made
contact with
humans. They garb themselves in wool tunics of gold, silver, white or
yellow. Over these, they wear cloaks of dark blue or purple. When armed
for battle, they wear shimmering suits of plate or chain mail, Winged
helmets and shining masterfully crafted swords. The elegant bearing and
pure beauty of the Grey Elves make them almost
appear as supernatural creatures. The Grey Elves revere the sanctity of
elven blood. They consider themselves the purest form of all elves,
even tho they are an offshoot of the original High Elf line. Grey Elves
hide the entrances to their mountain meadows with powerful magics to
keep any non-elves from finding them.
The society of the Grey Elves is among
the most
rigidly defined in any world. They are ruled by a hereditary who can be
succeeded by any of the other Royal House members. This is subject to
approval by the Noble House members. Beneath these two Houses are the
Merchant Houses, the House Protector and the Servitor Houses.
These traits are in addition to the high elf traits, except where noted.
+2 Intelligence, -2 Strength.
These are the most common of the elves. They are
an open and friendly compared to other elves. They are adventurous and
travel widely outside their own cities. They might seem a little aloof
and arrogant at first, but they know the value of friendship and
alliance with other good races. The High Elves are normally a little
under 5 feet tall. They are fair skinned, close to the color of cream.
There are two different major variations in hair and eye color. One is
blond haired with blue eyes. The other dark hair and intense green eyes.
There's not really any differences apart from the cosmetic, but they
are often treated different by outsiders 'cause of the way they look.
Their clothing is mainly light pastel
shades, and
they often wear green cloaks. They are woodsmen and hunters. Bows are
therefore the most used weapon. Mounts are almost never used because
they move faster and more silent on their own. They are also known for
their gleaming, soundless Elven Chain Mails and their cloaks "woven by
the essence of the woods" that makes them nearly invisible.
They provide the majority of exported
Elven culture
to the world.
The high elves nearly the most numerous land bound elves.
In great cities built in the trees they live. Their alliance with the
ents provides them security even greater security for they both protect
the trees around their homes. They practice the art of magic
freely and enjoy using it for design purposes.
High Elves possess the following racial traits.
+2 Dexterity, -2 Constitution.
Medium size.
An elf’s base land speed is 30 feet.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard.
The Wood Elves are far more primitive then their kin. Their lives are
geared toward the simple matter of survival in the woodlands, rather
then enjoyment. They find that this life is what give them the greatest
pleasure.
Wood Elves seem more prone to violence
than their
civilized cousins. Their muscles are larger, their complexions more
florid. They have yellow to coppery-red hair, which contrasts with
their lightly tanned skin. Their eyes are generally light brown, bright
green is also common.
Their clothing is much less eye-catching
than what
elves usually wear. They focus to allow the wearer to blend in easily
with the woods. Colors varies to go with the seasons. Green and dark
brown in the spring and summer, tan and russet in the fall and white
leather during the winter.The Wood Elves are much more temperamental
and
wild then other elves. They live closely in contact with nature. They
live by their hearts, They often have big feasts celebrating nature,
seasons and the moon.
They are very protective of their own,
and anyone
coming close to an elf encampment will immediately have at least two
elves shading them. The Sylvan Elves will kill anyone they feel
threated them.The music of the Sylvan Elves are the sound of wind
through
the leaves, the howling of the wolves in the night, the cry of the
birds. Their art is tattoos inspired by the ever changing cycle of
seasons.
These traits are in addition to the high elf traits, except where noted.
+2 Strength, -2 Intelligence.
Favored Class: Ranger. This trait replaces the high elf’s favored class.
Few people have
ever seen the Sea Elves, but they are as numerous
as their landbound cousins. They patrol the deeps of oceans and large
inland waters, holding court beneath the waves. Aquatic Elves have gill
slits but otherwise are much like elves, they can also survive
out
of water for a short time by breathing air. Their skin is typically
silver-green, matching seaweed. Some possess a bluish tinge to their
skin. Their hair complements their skin and is green or bluish green.
Because they fear the terrible creatures
of the
deeps, they work together with the dolphins to keep at least some areas
safe. They follow ships and protect them and the friendly sea
creatures. Seaside communities (even dwarven ones) often punish people
who hurt the Sea Elves gravely.Aquatic Elf
communities consists
mainly of those sea elves that live in a 5 mile area. There is a
titular king or queen whom they pay homage, but he/she has no real
power over their daily life. Sea elves live as they please, coming
together under a ruler only in times of trouble.They have cities of
living corals, supplemented with glittering crystal domes.Their
undersea paradise is marked by farmers tending schools of fish,and the
peace you can only find beneath the waves.
These traits are in addition to the high elf traits, except where noted.
+2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments.
An aquatic elf has the aquatic subtype.
An aquatic elf has a swim speed of 40 feet.
Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf’s low-light vision.
Favored Class: Fighter. This trait replaces the high elf’s favored class
Drow are elven, no matter who would like to deny this fact. The most notable feature of drow is their black skin, and pale (most usually white) hair. Drow on average are rarely more then five feet in height. Male drow weigh between 80 and 110 pounds, and females weigh between 95 and 120. They are typically elven in appearance, other then their color. They have long delicate fingers, pointed ears, and almond-shaped eyes.
The Drow fight from the shadows attacking their prey or will engage when it will be almost an assured and crushing defeat. Most of the Drows' weapons are poisoned with a poison that allows them to take prisoners for sacrifice and torture.
An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4-1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
These traits are in addition to the high elf traits, except where noted.
The Avariel Elven race is one of the
more reclusive
than the rest of
their cousins when they choose to be
unseen. Most think of
the Avariel
as angels or celestials upon first experience. Celestials and
Guardinals
are different, however, even those that bear
a similar semblance, and
Outsiders are not openly involved with the evolution of the Avariel
lineage, so it is said. Most avariels spout 10 to 12 foot wing
spans.Avariel are truly elven, said to be the
children of the air goddess.All have marble white skin (which does
not burn in the sun), white or
black hair and most any eye color. The avariel's tend to
be from 5 foot
to 6 1/2 feet in height and from 80-120 lb. weight accordingly because
of their wings
and bone structure, which allows them to fly.
In the history
there have been a few
avariel who have had unusual hair
color, like auburn, not many are found and is are very
rare.
Because of
their hair color, their wings are often the same color. The
avariel race does practice the dying of their wing
tips or whole
wings, to different colors.
Avariels live in cities that are nearly impossible
to
access except through flight. These cities are built of stone but like
everything the elves
build are stunningly beautiful but
are open to the sky. The avariel suffer from claustrophobia and fear
tight enclose spaces.
There are two big types within Avariel society.
Much of their society is based on the
warrior code of honor, seeking greater glory for themselves and their
allies. Their lives are geared around war and battle, and they answer
to their war-chiefs. These Avariel are greatly feared by humanoid
nations. They have little of their landbound cousins respect for life,
and live for the destruction of their enemies. They are proud and
hearty and form eternal friendships with those who earn their trust.
The other half of the Winged Elves'
society know little of war. These Avariel has dedicated themselves to
arts and intellectual aspects of life. They rely solely on diplomatic
skills and brains to get by. They are great and popular artists and
philosophers, creating for the sheer joy of creation.
Strangely enough, the two parts of the
Avariel society are completely harmonious. Both respect each other
greatly, and trade the young in cultural exchange programs. This leads
them to become well balanced elves. After a few decades of living
amongst the others, most of the young return to live the rest of their
lives with their origins.
The Winged Elves are particularly
religious, but do not try to preach their beliefs. They almost
exclusively worship Aerdrie Faenya, the Elven Goddess of Air and
Weather.
Because Avariels fly they are unable to use bows or swords effectively. They rely on their flight to stay out of range of those on the ground and use nets and spears to combat flighted opponents. When fighting a large group they will take out the spell casters first because fire damages their wings and make them unable to fly.
These traits are in addition to the high elf traits, except where noted.
+2 Strength, -2 Constitution.
Flighted
The Elves have many families with specific jobs and powers.