Elf

Insert description of elves here.

Essential Abilities

  • Elven Alertness: Gain +2 to Perception, and you are always allowed a Perception check to notice a secret door when you pass through a square adjacent to it.
  • Low-light vision.
  • Immune to sleep and paralysis effects.
  • +25% Will vs. charm effects
  • Languages: Common and Elven.

Phenotypes

Favored Ability Scores

  • Dexterity
  • Intelligence
  • Wisdom

Racial Feats

Rank 1

  • Elven Archer: Gain +10% Hit Rating, Hit Power, and Critical Rating with bows.
  • Elven Swordsman: Gain +10% Hit Rating, Hit Power, and Critical Rating with one-handed non-light swords.
  • Elven Magic: Gain 2 rank 1 spells from any of the following lists: mage, witch, druid, priest. Gain +5% Hit Rating and Haste with spells.
  • Woodsman: Gain +3 to Handle Animal, Knowledge (Nature), and Survival; these skills are always considered class skills for you.
  • Discipline of the Long-lived: Gain +10% Will and 50% interrupt resistance. Against any ongoing loss-of-control effect, you may use one autosave per encounter without counting against your normal limit.
  • World-Walker: Speak Language is always a class skill for you, and you learn 2 languages for each rank you spend in it. Furthermore, you automatically have half as many ranks in Knowledge (local) (all regions) as your highest ranks in Knowledge (local) that you have purchased in a given region.
  • Bardic Training: You gain Perform as a class skill, with a +4 bonus. In addition, you gain the following supernatural, music-based abilities:
    • Song of Fascination: Daily, concentration; subjects take no action except to listen to you. If you move outside of range (but stay within 20 squares), subjects will follow you to keep themselves in range. Ends if you take a hostile action, or if any one of the subjects is harmed. Will ends. Subjects are immune if already in combat.
    • Countersong: Daily, free, 5 rds; each round, the song dispels one effect caused by sound (such as a dominating voice, or a bard's song) for all allies. While song is active, allies are immune to such effects. Cannot countersong silence effects.
  • Manifest: Daily, swift, emanation 5, 3 rounds; you manifest the innate power of the elven race, drawing upon your connection to nature and magic. Winds swirl around you; your voice deepens, and your eyes spark with thunderous potential. Enemies are shaken, suffering -20% to damage, movement, and all checks (fear effect, Will ends, no save if within radius). If used more than once per day, accrues 1 Strain + 1 Fatigue each time.
  • Listens to Wind: If you concentrate, you may listen to the wind, gaining awareness of threats and situations upwind for up to 1 mile per rank. You may also use Whispering Wind at will to communicate. May only be used outdoors.

Rank 2

  • Solar Powered: When outdoors during the day, you gain +10% to all ability scores, as well as Fast Healing 10%. Cannot also take Moon Unit.
  • Moon Unit: When outdoors during the night, you gain +10% to all ability scores, as well as Fast Healing 10%. Cannot also take Solar Powered.
  • Dendrophile: You can speak to trees. Trees have limited consciousness, and only a vague awareness of the world around them, but if you can work around the language barrier, they have much to say. Once per day, if you are in a forest, you may summon a Dryad (medium controller minion of your level), who can cast all appropriate-level Plant spells of the Druid list. She persists for up to 1 hr/level; for each round in which she casts spells, you suffer 1 Strain.
  • Aura Sight: You can see auras. This kind of vision informs your knowledge of the emotions, thoughts, and health of others. Auras are equally visible in all light conditions. You gain +3/rank to Heal, Sense Motive, and Perception checks against creatures with souls. You can detect alignment at will, and can detect the presence of enchantments and magical effects, both beneficial and harmful, on such subjects.

Rank 3

  • Loved By the Earth: The living world is favorable to you. Animals have a default attitude of cordial. The weather is always slightly better in your presence. You gain +10 to Survival checks in nature to find food, water, and shelter. While in contact with the earth, you gain +10% to Fortitude and Will saves, and the ability to remove all movement-impairing effects from yourself as a swift action (recharge 33%).
  • Child of the Sun: You are attuned to the element of fire; to you, it is the most vital and essential of all forces, the power used by the Sun to warm the Earth. You gain 50% resistance to fire damage, and each time you suffer fire damage from an enemy, you gain Fast Healing 10% for 5 rounds (stackable). You gain a 10% damage bonus with fire spells and effects.
  • Blessing of the Moon Maiden: At will, under the light of the moon, you may call upon the Moon Maiden for aid. A path of faint, silvery light will guide you to a safe location, wherever that might be; the Moon Maiden's divine power circumvents all mortal magicks that might obscure the path. Once per day, at a cost of 5 Strain, you may ask the Moon Maiden to light your path to any outdoor location within 1 mile/level, with a similar effect. The path is always the most direct path you could possibly take, taking into account your movement capabilities.

Rank 4

  • Counsel of the Elders: Though all Elves enter the Reverie, you may do so at will, even in a waking state, while retaining your conscious awareness of the outside world. You may ask specific questions of your ancestors and kin. This grants you a bonus of +4/rank to all Knowledge skills. Furthermore, three times per day, as an immediate action, your ancestors can imbue you with protective force, granting 25% resistance to any attack.
  • Return to the Lost Kingdom: As a standard action, at will, at a cost of 5 Strain, you may create a portal to the realm of Faerie. The Strain cost is reduced by 2 points if you create the portal during twilight hours, and by 2 if you do so at a crossroads or fairy mound. The portal is open to two-way travel, and leads to a coterminous location in the Faerie realm. It stays open for up to 1 minute, or until you dismiss it. You may use this ability in either world.
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