Elven Racial Traits
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- +2 Dexterity, -4 Constitution, +2 Charisma, +4 Perception. Elves tend to be very nimble and their ears and eyes are sharper than most other races. To most non-elves, elves have an almost unearthly beauty about them. Elves tend to not be as hardy as most other races and damage easily.
- Medium-size: As Medium-size creatures, elves have no special bonuses or penalties due to their size.
- Base speed: 30 feet.
- Infravision: Elves can see patterns in temperature up to 60 feet away that is not reliant on light. This vision is magical in nature and will not function in a non-magical area. While using Infravision, elves cannot see normal light.
- Ever Wakeful: Immunity to magic sleep spells and effects and a +2 racial saving throw bonus against Enchantment spells or effects.
- Reverie: Elves do not sleep, in the traditional sense, but fall into a state of reverie for about 8 hours a day where they remember events of their past. They can see and remember what happens around them, although hazily, but they are very difficult to rouse while in this state. For an elf to rouse early while in reverie, he must succeed in a Will save against a DC of 20.
- Hereditary Weapons: Elves receive the Martial Weapon Proficiency for the rapier, longbow (including composite longbow), and shortbow (including composite Shortbow) as bonus feats. Elves esteem the art of archery, so all elves are familiar with these weapons.
- Divinely Inspired: All elves automatically gain the Divine Magic feat, whether they begin play as a Divine caster or not. Elves have a peculiar affinity for Divine Magic which is inherent from birth.
- Automatic languages: Elven, Sylvan. Bonus languages: Wyrmish, Hobbit.
- Favored class: Cleric. A multiclass elf’s cleric class does not count when determining whether he suffers an XP penalty for multiclassing. (see Experience for Multiclass Characters, page 60).
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