The long-lived elves are children of the natural world, similar in many superficial ways to fey creatures, yet different as well. 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, such alliances can last for generations. Elves have a curious attachment to their surroundings, perhaps as a result of their incredibly long lifespans or some deeper, more mystical reason. Elves who dwell in a region for long find themselves physically adapting to match their surroundings, most noticeably taking on coloration reflecting the local environment. Those elves that 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.

Adventures: Many elves embark on adventures out of a desire to explore the world, leaving their secluded forest realms to reclaim forgotten elven magic or search out lost kingdoms established millennia ago by their forefathers. For those raised among humans, the ephemeral and unfettered life of an adventurer holds natural appeal.


Alignment and Religion: Elves are emotional and capricious, yet value kindness and beauty. Most elves are chaotic good.

Society: Many elves feel a bond with nature and strive to live in harmony with the natural world. Most, however, find manipulating earth and stone to be distasteful, and prefer instead to indulge in the finer arts, with their inborn patience making them particularly suited to wizardry.

Relations: Elves are prone to dismissing other races, writing them off as rash and impulsive, yet they are excellent judges of character. An elf might not want a dwarf neighbor, but would be the first to acknowledge that dwarf’s skill at smithing. They regard gnomes as strange (and sometimes dangerous) curiosities, and halflings with a measure of pity, for these small folk seem to the elves to be adrift, without a traditional home. Elves are fascinated with humans, as evidenced by the number of half-elves in the world, even if they usually disown such offspring. They regard half-orcs with distrust and suspicion.

Game Rule Information

Alignment: Any.
Hit Die: d8.
Starting Wealth: 4d6 × 10 gp (average 140 gp)

Class Skills:
The elf’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Knowledge [all skills taken individually] (Int), Perception (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

  • Skill Ranks Per Level: 4 + Int modifier.
Level BAB Fort Ref Will Special
1st +0 +0 +2 +2 Arcane Beacon, Cantrips, Favored Enemy
2nd +1 +0 +3 +3 Tranquility, Elven Arcana
3rd +2 +1 +3 +3 Spellstrike, Resist Enchantment
4th +3 +1 +4 +4 Elven Hound Companion, Elven Arcana
5th +3 +1 +4 +4 Intuition +1
6th +4 +2 +5 +5 Bonus Feat, Elven Arcana
7th +5 +2 +5 +5 Tranquility Aura, Elfsight
8th +6 +2 +6 +6 Dispelling Strike, Elven Arcana
9th +6 +3 +6 +6 Channel Past Incarnation
10th +7 +3 +7 +7 Favored Enemy, Elven Arcana
11th +8 +3 +7 +7 Intuition +2
12th +9 +4 +8 +8 Bonus Feat, Elven Arcana
13th +9 +4 +8 +8 Greater Elfsight
14th +10 +4 +9 +9 Strongheart Slayer, Elven Arcana
15th +11 +5 +9 +9 Spell Reflection
16th +12 +5 +10 +10 Elven Arcana
17th +12 +5 +10 +10 Intuition +3
18th +13 +6 +11 +11 Bonus Feat, Elven Arcana
19th +14 +6 +11 +11 Favored Enemy
20th +15 +6 +12 +12 One with Nature, Elven Arcana, Intelligence Boost
Level 0th 1st 2nd 3rd 4th 5th 6th
1st 3 1
2nd 4 2
3rd 4 3
4th 4 3 1
5th 4 4 2
6th 5 4 3
7th 5 4 3 1
8th 5 4 4 2
9th 5 5 4 3
10th 5 5 4 3 1
11th 5 5 4 4 2
12th 5 5 5 4 3
13th 5 5 5 4 3 1
14th 5 5 5 4 4 2
15th 5 5 5 5 4 3
16th 5 5 5 5 4 3 1
17th 5 5 5 5 4 4 2
18th 5 5 5 5 5 4 3
19th 5 5 5 5 5 5 4
20th 5 5 5 5 5 5 5

Weapon and Armor Proficiency: An elf is proficient with all simple weapons, rapiers, longsword, longbows, shortbows, and elven curved blades. Elves are proficient with Light armor, but not with shields. An elf can cast arcane spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, an elf wearing medium or heavy armor, or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass elf may freely cast arcane spells from any of his classes while in light armor.

Spells: An elf casts arcane spells drawn from the Wizard spell list. An elf must choose and prepare his spells ahead of time.
To learn, prepare, or cast a spell, the elf must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an elf’s spell is 10 + the spell level + the elf’s Intelligence modifier.
An elf can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the Table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
An elf may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the elf decides which spells to prepare.

Cantrips: An elf can prepare a number of cantrips, or 0-level spells, each day, as noted on the table above. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Spellbooks: An elf must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all elves can prepare from memory. An elf begins play with a spellbook containing all 0-level wizard spells plus four 1st-level spells of his choice. The elf also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to his spellbook. At each new elf level, he gains three new spells of any spell level or levels that he can cast (based on his new elf level) for his spellbook. At any time, an elf can also add spells found in other spellbooks to his own. An elf can learn spells from a wizard’s spellbook, just as a wizard can from an elf’s spellbook.

Arcane Beacon (Su): As a standard action an elf can become a beacon of arcane energy until the end of his next turn. The aura emanates 15 feet from the elf. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. The elf can use this ability for a number of times per day equal to 3 + his Intelligence modifier.

Favored Enemies (Ex): At 1st level, an elf selects one of the following creature types: Humanoid (Orc), Humanoid (Dwarf), Undead, or “Servants of Lolth”. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. An elf may make Knowledge skill checks untrained when attempting to identify these creatures. “Servants of Lolth” includes drow, monstrous spiders of all sizes, and driders.

At 10th level and again at 19th, the elf may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.

Elven Arcana (Sp): At 2nd level, and every even level thereafter, the elf gains one of the following spells as an innate spell-like ability, usable once per day. A given ability may be selected more than once, granting the elf two additional daily use of that power for each time it is taken, after the first.
The elf can choose from the following list whenever he gains a new arcana: entangle, faerie fire, longstrider, magic aura, and magic weapon.
At 8th level, he adds arcane sight, eagle’s splendor, locate object, magic mouth, and sword of the elfmother to the list.
At 14th level, he adds arcane eye, dimension door, dream, freedom of movement, and find the path to the list.

Tranquility (Ex): At 2nd level, elves awaken memories of their past incarnations and realize that even death is merely a threshold to another existence rather than something to be feared. They gain a +10 resistance bonus on saves against fear effects.

Spellstrike (Su): At 3rd level, whenever an elf casts a spell with a range of “touch”, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, an elf can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Resist Enchantment (Ex): At 3rd level, the elf’s racial bonus on saving throws against Enchantment spells or effects increases by 2 (to +4).

Elven Hound Companion: At 4th level, the elf forms a close bond with a Cooshee (otherwise known as an elven hound). This animal is a loyal companion that accompanies the elf on his adventures as appropriate for its kind. The elf’s hound companion shares his favored enemy bonuses.

This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the elf’s effective druid level is equal to his elf level -2.

Intuition (Ex): While wielding a one-handed sword with which he is proficient, an elf gains preternatural defensive skills in combat. At 5th level, he gains a +1 dodge bonus to Armor Class. This bonus increases to +2 at 11th level and to +3 at 17th level. The elf loses this dodge bonus when fighting in heavy armor. A condition that causes the elf to lose his Dexterity bonus to Armor Class also makes him lose this dodge bonus.

Bonus Feats: At 6th level, and every six levels thereafter (12th and 18th), the elf may take one of the following feats as a bonus feat. The elf must meet all the feat’s prerequisites. Acrobatic Steps, Additional Traits, Alertness, Arcane Talent, Breadth of Experience, Combat Casting, Combat Expertise, Dodge, Elven Accuracy, Far Shot, Improved Counterspell, Light Step, Lightning Reflexes, Nimble Moves, Point Blank Shot, Precise Shot, Rapid Shot, Stabbing Shot, Weapon Finesse, Weapon Focus (longsword, rapier, or any bow), or any metamagic feat.

Elfsight (Ex): At 7th level, the elf gains greater visual acuity. Her racial bonus on Perception checks increases to +5. In addition, the elf’s low-light vision increases in range, allowing the elf to see three times as far as a human in dim light.
At 13th-level the elf has attuned her senses to repetitively sweep her immediate area. She can attempt to spot or hear something she failed to notice previously (making a Perception check) once per round as a free action (such attempts are ordinarily move actions).

Tranquility Aura (Ex): At 7th level, all friendly creatures within a 10-foot radius of an elf gain a +10 resistance bonus on saves against fear effects.

Dispelling Strike (Sp): At 8th level, as a swift action, an elf can imbue his weapon with a special power. If the weapon strikes a creature within the next minute, that creature is the subject of a targeted dispel magic using the elf’s level as the caster level. Once the strike is made, the power dissipates, even if the dispel attempt is unsuccessful.
The elf can use this ability once per day at 8th level and one additional time per day for every four elf levels beyond 8th.

Channel Past Incarnation (Su): At 9th level, elves establish a mystical connection with their previous lives spent as simple creatures of the forest or field. Once per day, an elf may spend 1 hour meditating to manifest one of the special qualities detailed below. This special quality remains for 1 day or until the elf changes form by any means or dismisses it.

  • Bite and claws (1d6 points of damage each)
  • Blindsense 30 ft. (sound-based, like a bat)
  • Darkvision 60 ft.
  • Scent
  • Temperature-adapted (as endure elements)
  • Thick hide (+3 natural armor bonus to AC)
  • Waterborn (swim speed 40 ft., can breathe water and air)
  • Wings (average maneuverability, fly speed 40 ft.)

Strongheart Slayer (Ex): A 14th-level elf gains a +4 morale bonus on Will saves against the spells and spell-like abilities of any of their favored enemies, and a +4 morale bonus on Fortitude saves against the poison of monstrous spiders.

Spell Reflection (Su): At 15th level, an elf can reflect spells with his melee weapon. Once per day as an immediate action, when the elf is wielding any one-handed sword with which he is proficient, he can reflect a spell back at the caster. This works much the same as spell turning, but the elf can reflect only one spell, regardless of its level. The elf must choose the spell to be reflected before the spell’s effect is resolved and before he makes a saving throw against the spell, should one be required. If he attempts to reflect a spell that cannot be reflected (an effect or area spell, or one with a range of touch), the attempt is ignored.

One With Nature (Sp): At 20th level, an elf forms a personal relationship with the living world. The elf may cast commune with nature as a spell-like ability usable at will (though it still requires 10 minutes of uninterrupted concentration to activate, just like the spell).

Intelligence Boost (Ex): At 20th level, the elf gains an additional +2 racial bonus to his Intelligence score.


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