Elf

Elf
Elves are a fair race of artisans with links to the fey.

Physical Description: Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears. It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power. Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations.

While elven clothing often plays off the beauty of the natural world, those elves who live in cities tend to bedeck themselves in the latest fashions. Where city-dwelling elves encounter other urbanites, the elves are often fashion trendsetters.

Standard Racial Traits



 * Ability Score Racial Traits : Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.


 * Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.
 * Type: Elves are Humanoids with the elf subtype.
 * Base Speed: Elves have a base speed of 30 feet.
 * Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores gain bonus starting languages.


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


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


 * Elven Magic: Elves receive a +2 racial bonus on caster levelchecks 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.


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

Alternate Racial Traits

 * 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 +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
 * Darkvision: Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. 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. This racial trait replaces low-light vision.
 * Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 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 once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.
 * 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. This racial trait replaces elven immunities.
 * 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 +1 bonus 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.
 * 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 +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity.
 * 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 are treated as one level 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.
 * Silent Hunter: Elves are renowned for their subtlety and skill. Elves with this racial trait 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 racial trait). This racial trait replaces elven magic.
 * 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 often choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces elven magic and weapon familiarity.
 * Urbanite: Elves who live in cities get 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 +2 racial bonus 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.
 * Woodcraft: Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces elven magic.

Favored Class Options

 * Alchemist: Add one extract formula from the alchemist's list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create.
 * Arcanist: Increase total number of points in the arcanist's arcane reservoir by 1.
 * Barbarian: Add +1 to the barbarian's base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian's fast movement feature and applies under the same conditions as that feature.
 * Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
 * Bloodrager: Add 1 foot to the bloodrager's base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager's fast movement class feature, and applies under the same conditions and that feature.
 * Brawler: Add 1 foot to the brawler's base speed. In combat, this has an effect only for every five increases in the brawler's base speed.
 * Cavalier: Add +1 hit point to the cavalier's mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points.
 * Cleric: Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric's Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power.
 * Druid: Add +1/3 to the druid's natural armor bonus when using wild shape.
 * Fighter: Add +1 to the Fighter's CMD when resisting a disarm or sunder attempt.
 * Gunslinger: Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
 * Hunter: Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with "elven" in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
 * Inquisitor: Add one spell known from the inquisitor's spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast.
 * Investigator: Increase the total number of points in the investigator's inspiration pool by 1/3.
 * Magus: The magus gains 1/6 of a new magus arcana.
 * Monk: Add +1 to the monk's base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk's fast movement class feature and applies under the same conditions as that feature.
 * Oracle: Add +1/2 to the oracle's level for the purpose of determining the effects of one revelation.
 * Paladin: Add +1/2 hit point to the paladin's lay on hands ability (whether using it to heal or harm).
 * Ranger: Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus.
 * Rogue: Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options.
 * Shaman: Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex.
 * Skald: Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8).
 * Slayer: Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks.
 * Sorcerer: Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
 * Summoner: The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round.
 * Swashbuckler: Increase the total number of points in the swashbuckler's panache pool by 1/4.
 * Warpriest: Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains.
 * Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
 * Wizard: Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.

Half-elf
Half-elves are somewhere between human and elf.

Physical Description: Half-elves stand taller than humans but shorter than elves. They inherit the lean build and comely features of their elven lineage, but their skin color is normally dictated by their human side. While half-elves retain the pointed ears of elves, theirs are more rounded and less pronounced. Their eyes tend to be human-like in shape, but feature an exotic range of colors from amber or violet to emerald green and deep blue.

Standard Racial Traits

 * Ability Score Racial Traits: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.
 * Type: Half-elves are Humanoid creatures with both the human and the elf subtypes.
 * Size: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
 * Base Speed: Half-elves have a base speed of 30 feet.
 * Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores gain bonus starting languages.


 * Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.


 * Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
 * Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.


 * Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.


 * Elf Blood: Half-elves count as both elves and humans for any effect related to race.
 * Multitalented: Half-elves choose two favored classes at first level and gain a favored class bonus whenever they take a level in either one of those classes.

Alternate Racial Traits

 * Ancestral Arms: Some half-elves receive training in an unusual weapon. Half-elves with this racial trait receive Exotic Weapon Proficiency or Martial Weapon Proficiency with one weapon as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.
 * Arcane Training: Half-elves occasionally seek tutoring to help them master the magic in their blood. Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.
 * Child of the Sea: Half-Elves from a coastal region with this racial trait gain a +4 racial bonus on Swim checks as well as on Profession (sailor) and Wisdom checks to pilot a sea vessel. They also have an innate sense of direction and can never get lost at sea. This racial trait replaces the low-light vision and keen senses racial traits.
 * Darkvision: Some half-elves are born with darkvision instead of low-light vision. Half-elves with this racial trait have darkvision 60 feet and light blindness. This racial trait replaces the low-light vision racial trait.
 * Dual Minded: The mixed ancestry of some half-elves makes them resistant to mental attacks. Half-elves with this racial trait gain a +2 bonus on all Will saving throws. This racial trait replaces the adaptability racial trait.
 * Integrated: Many half-elves are skilled in the art of ingratiating themselves into a community as if they were natives. Half-elves with this racial trait gain a +1 bonus on Bluff, Disguise, and Knowledge (local) checks. This racial trait replaces the adaptability racial trait.
 * Jungle Affinity: Half-Elves from a jungle with this racial trait gain a +4 racial bonus on Stealth checks while within jungle terrain, and can move through natural difficult terrain at their normal speed while within jungle. This racial trait replaces the multi-talented racial trait.
 * Mordant Envoy: Half-Elves from mountainous regions add +1 to the caster level of any transmutation spells they cast. Half-elves with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—comprehend languages, detect secret doors, erase, read magic. The caster level for these effects is equal to the user's character level. This racial trait replaces the adaptability racial trait.
 * Sociable: Half-elves are skilled at charming others and recovering from faux pas. If half-elves with this racial trait attempt to change a creature's attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. This racial trait replaces the adaptability racial trait.
 * Wary: Many half-elves have spent their lives moving from place to place, often driven out by the hostility of others. Such experiences have made them wary of others' motivations. Half-elves with this trait gain a +1 racial bonus on Sense Motive and Bluff checks. This racial trait replaces the keen senses racial trait.
 * Water Child: Some half-elves are born of elves adapted to life on or near the water. These half-elves gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and often choose Aquan as a bonus language. This racial trait replaces the adaptability and multitalented racial traits.

Favored Class Options

 * Alchemist Add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs). This option has no effect unless the alchemist has selected it 5 times (or another increment of 5); a range increment of 24 feet is effectively the same as a range increment of 20 feet, for example.
 * Arcanist: When casting arcanist enchantment spells, add 1/3 to the effective caster level, but only for the purpose of determining duration.
 * Barbarian Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
 * Bard Add +1 to the bard's total number of bardic performance rounds per day.
 * Bloodrager: Increase the bonus gained from blood sanctuary by 1/4.
 * Brawler: Add 1 to the brawler's CMD when she's resisting a trip or overrun combat maneuver.
 * Cavalier Add +1 foot to the cavalier's mount's base speed. This option has no effect unless the cavalier has selected it 5 times (or another increment of 5); a speed of 54 feet is effectively a speed of 50 feet, for example. If the cavalier ever replaces his mount, the new companion gains this base speed bonus.
 * Cleric Add +1/3 to the amount of damage dealt or damage healed when the cleric uses channel energy.
 * Druid Select one cleric domain power at 1st level that is normally usable a number of times per day equal to 3 + the druid's Wisdom modifier. The druid adds +1/2 to the number of uses per day of that domain power. For druids whose nature bond gives them an animal companion, add +1 skill rank to the animal companion. If the druid ever replaces her animal companion, the new companion gains these bonus skill ranks.
 * Fighter Add +1 to the fighter's CMD when resisting a disarm or overrun combat maneuver.
 * Gunslinger Add +1/4 to the number of grit points in the gunslinger's grit pool.
 * Hunter: Add 1 foot to the hunter's companion's base speed. In combat, this has an effect only for every five increases in base speed.
 * Inquisitor Add +1/4 to the number of times per day the inquisitor can change her most recent teamwork feat.
 * Investigator: Gain a +1/4 bonus on all inspiration rolls.
 * Magus Add +1/4 to the magus's arcane pool.
 * Monk Add +1/2 on Escape Artist checks and on Acrobatics checks to cross narrow surfaces.
 * Oracle Add one spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
 * Paladin Add +1 foot to the size of all the paladin's aura class features. This option has no effect unless the paladin has selected it 5 times (or another increment of 5); an aura of 14 feet is effectively the same as a 10-foot aura, for example.
 * Ranger Add +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus skill ranks.
 * Rogue Add a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gather information.
 * Shaman: Add one spell from the cleric spell list that isn't on the shaman spell list to the list of spells the shaman knows. This spell must be at least 1 level below the highest spell level the shaman can cast.
 * Skald: Increase the skald's total number of raging song rounds per day by 1.
 * Slayer: Gain a +1/2 bonus on Bluff checks to feint and Diplomacy checks to gain information.
 * Sorcerer Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer's Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power.
 * Summoner Add +1/4 to the eidolon's evolution pool.
 * Swashbuckler: Increase the number of times per day the swashbuckler can use charmed life by 1/4.
 * Warpriest: Gain a +1/3 bonus on the damage dealt or healed with the warpriest's channel energy ability.
 * Witch Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
 * Wizard When casting wizard enchantment spells, add +1/3 to the effective caster level of the spell, but only to determine the spell's duration.