Site News
PC Races
Human
Elf
Dwarf
Halfling
Gnome
Half Elf
Half Orc
Hobgoblins
Troll-kin
Monster Races
Minotaur
Ogre & Ogrelings
Giants
Kobold
Azer
Lizardfolk
Teligrir (Naga)
Bastard Races
The Fey
Seelie
UnSeelie
Sakphul
Yingil
Races Extras
Other Monster Races

Elves

Wood Wild Grey Blood Elves Aquatic Wind Snow Half Elf

Since the time of the Sellie court, the elves have walked land.  Originally a single group bound together by love and trust, the elves were splinted into several factions by war and strife and sub-races began to appear.  The Wood Elves, or Owl brothers as they are called by other races, retreated deep into the forests undisturbed by the intrusions of the "lesser" races.  Wild Elves embraced nomadic ways and began stalking the high plains, competing with other, less civil races.  Grey Elves sealed themselves in their forest strongholds and looked out at the folly of other races.  The Drow retreated deep into the land of eternal night and removed themselves from the world of light.  The Wind Elves embraced the change and stayed friend to humanity.  All Elves have the following racial traits: 

  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks 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.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • 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.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Na'Ramaua; Wood Elves

Wood Elves are reclusive legends in most areas.  Centuries before, they were spread across the northland and controlled much of the mountainous terrain.  After the end of the Magewars and the northern push of the other races, the Wood Elves withdrew to their northern home of Vastness Forest.  Visitors to the area report "ghost of the woods" who act out natures vengeance upon transgressors.  Those who befriend the reclusive Wood elves, know the legends to be true.  Wood Elves have trained giant owls as mounts and patrol their lands with vicious precision.

Adventuring Wood Elves are rare in the present day.  Those who chose to leave are either unsatisfied with the xenophobic lifestyle of their brothers or are seeking fulfillment outside of the wilderness.  Also, Wood elves suffer from the same educational dysfunction as Barbarians and are Illiterate.  Wood Elf sorcerers are not unknown but most are adepts instead.  Their favored class is the ranger.  A Wood elf ranger or druid has a 25% chance to start play with a giant owl companion.  These creatures are friends of the elf and have grown up with the fledgling elf on his passage to adulthood.

  • +2 Dexterity, -2 Constitution, +2 Wisdom.
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +10 racial bonus on Stealth checks while in a wilderness setting.
  • +4 Perception checks.  Wood Elves are particularly adept at spotting hiding creatures.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Draconic, Giant, Gnome, Goblin, Orc, and Sylvan.
L'sameliqu; Wild Elves

Wild Elves compete in the rugged north with both Orc and Human barbarian clans.  Tribal and clan structured, these elves roam the northland and are a terror for those who oppose them.  These elves breed a rugged horse as mount and companion.  The sight of Wild elf cavalry is enough to strike fear into the hearts of northern people.  Elven horses, when sold outside of the Wild elf lands, go for as much as 2,000 gold pieces.  These horses have incredible speed, stamina, and life spans far surpassing their cousins.

Adventuring Wild elves are often found with their mounts.  An adventurer has a 50% chance of starting play with one of these prize mounts.  All Wild elves gain the feat Mounted Combat as a bonus feat.  Also, Wild elves who retain the same mount for over 5 years gains an empathic link with their mount.  This link acts as the Alertness feat as long as the rider is within 25 yards of his mount.  

  • +2 Strength, +2 Dexterity, -2 Intelligence.
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Perception checks.
  • Automatic Languages: Common and Elven.
  • Illiteracy: Wild Elves do not automatically know how to read and write. A Wild Elf  must spend a skill point in Linguistics to gain the ability to read and write any language the elf  is able to speak.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Okigyag; Grey Elves

Grey Elves were the great archmages of the Elven society.  After the Magewars, the Gray elves were in shambles.  The Veil had taken most of their nobility and leadership.  Their grand cities began to crumble and fail due to the elves being unable to maintain the magic.  It was in their greatest time of need that new allies came to them. 

Lord Dracten Koelar, a kobold sorcerer, forged an alliance with what was left of the Gray Elf aristocracy.  Hoards of Kobolds flooded into Gray elf lands.  Magic supplied by their reptilian allies was saving the Gray elves great cities.  Other elves began to pull away from their cousins as rumors of an alliance with a "lower" race began to circulate.  In response to the other races reaction, the Gray elves sealed their forests and began to drive intruders out of their lands.

The Gray elves are ruled by a council now.  This council is made up of the three remaining Noble houses and four powerful Kobold sorcerers.  Due to their isolation, and the draconic lineage of their Kobold allies, most other races view the Gray elves with fear and suspicion.  To further this, the council has been fielding Dragoons to keep outsiders from their forest.  These Dragoons are hand picked by the elven nobility and then trained by Kobold taskmasters to be the face that the world sees of their domain.

Adventuring Gray elves tend to retain their aloof natures with other races.  Often, they will hire themselves out as guards to merchant caravans or exotic guards to nobility.  Many Gray elves will mutliclass as either a Wizard or Sorcerer.  The Gray elf wizards are held in great esteem by their society.  Often, a child who shows magical potential is "adopted" by one of the noble houses.  These children are given great advantages and are seldom driven to leave their homeland but are sometimes sent as spies into enemy territory.  

  • +2 Dexterity, -2 Constitution, +2 Intelligence.
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Perception checks.
  • Automatic Languages: Common, Draconic, and Elven.
  • Bonus Languages:  Gnoll, Gnome, Goblin, Orc, and Sylvan.

Denithinarian, Blood Elves

Banished from the light of day, the Blood Elves live in a world of perpetual night. Deep within the bowls of the earth, they carve grand cities into the bare rock of vast underground caverns. Blood Elves live in a clan society based around a patron/matron who leads the group. Several clans often live in close proximity forming city structures which are lead by a council of elders formed from the clans. Dispite this close connection, there is a great deal of inter-clan warfare.

Due to their mixed nature, Blood Elves are of pale complexion whith white hair that turns bright red at the tips. Their eyes tend to be yellow or red and reflect the slightest light in within the darkness. Blood Elves seldom venture to the surface but occasionally renegades or war parties will surface at night and rampage across the land.

  • +2 Dexterity, +2 Intelligence, -2 Charisma.
  • Darkvision: Blood Elves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Blood Elves can function just fine with no light at all.
  • +2 racial bonus on Perception checks.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, and Orc.
  • +2 Bonus on Willpower saves against spells and spell-like effects
  • Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds blood elves for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light
Quetoua, Aquatic Elves

Aquatic Elves have retreated into the ocean depths.  The Bay of Tears used to be home to a thriving Sea Elf community.  After the Magewars, these elves retreated into deeper, calmer waters to recuperate their losses.  These elves wage a constant war against the Sahuagin and their aquatic allies.  The Sea Elves are a matriarchal society whose queen rules absolute power through her chosen. 

Sea Elves who come out of the deep waters often seek a living as sailors or find other work where they can stay close to their beloved sea.  Sometimes, these elves travel deeper into land to start minor settlements at some land bound lake.  These elves are almost always small families who have felt the ravages of the Sahuagin and are attempting to flee them forever. 

  • +4 Dexterity, -2 Intelligence.
  • Low-light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.  They retain the ability to distinguish color and detail under these conditions.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Draconic, Goblin, Sahuagin, and Sylvan.
  • Swim 40 feet.
  • Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution.
L'sameliqu, Wind Elves

The Wind Elves once had great cities that were the envy of humanity.  Once the most prolific and prosperous of the elven races, the Wind Elves are still the most common elves that are found in Traykon.

  • +2 Dexterity, -2 Constitution, +2 Charisma.
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Perception checks.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Tul'Malalia, Snow Elves

The Snow Elves are a unique sub race of elves that has evolved in the southern mountains of the Empire.  Few people in the world actually ever see one of the Snow Elves and most inhabitants of the Empire see them as mythic creatures to frighten children.  For the Teligrir, the Snow Elves are a frightening reality.

Snow Elves have been infused with ancient magic.  They normally grow to a height of over 6 feet.  The energies that they have worked with over the years has bleached their hair a dull silver and turned their eyes either a light gray or blue.  Making their homes in the highest reaches of the mountain range known as Giant's Reach, they Show Elves thrive in an inhospitable environment.

Adventuring Snow Elves are extremely rare.  Most live their lives in their mountain homes and seldom ever venture into the world of "lesser" races.  The Teligrir rulers of the Empire have a standing bounty of 1000 gold for the head of a Snow Elf.  The only Snow Elves that are found outside of the confines of the Empire are renegades and criminals.  These Snow Elves can never return home and are in constant threat of being used to enhance the wealth of others.

  • +2 Dexterity, -2 Constitution, +2 Intelligence
  • Low-light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Perception checks.
  • +4 Bonus to Stealth checks.  When in snow covered areas, this bonus increases to +6.
  • Snow Elf base speed is 40 feet.
  • Automatic Languages: Common and Elven.
  • Bonus Languages: Draconic, Giant, Gnoll, Goblin, Orc, and Sylvan.

Open Gaming Lisence

counters

Valid CSS!

PCGen

This website uses trademarks and/or copyrights owned by Paizo Publishing, LLC, which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This [website, character sheet, or whatever it is] is not published, endorsed, or specifically approved by Paizo Publishing. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse. For more information about Paizo Publishing and Paizo products, please visit paizo.com.