Racial Adjustments - Elves

Astorani *
Azteci and Azurai †
Rhymerai §
Selarai *
Sylphi *
* Allowable races for starting characters
§ Requires Special permission to play a member of this race
† Beginning characters may not belong to these races.

Astorani Astorani (High Elves)



Astorani Racial Traits:

  • +2 Int, +2 Dex, -2 Con. Astorani are nimble, both in body and mind, but their form is frail.
  • Medium Size: Astorani are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Astorani have a base speed of 30 feet.
  • Low-Light Vision: Astorani can see twice as far as humans in conditions of dim light.
  • Elven Immunities: Astorani are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Astorani receive a +2 racial bonus on caster level checks made to overcome spell resis- tance. In addition, Astorani receive a +2 racial bonus on Spellcraft skill checks made to identify the prop- erties of magic items.
  • Keen Senses: Astorani receive a +2 racial bonus on Perception skill checks.
  • Maker’s Gifts: Astorani are blessed with the Maker’s five gifts, and may be brought back to life four times.
  • Weapon Familiarity: Astorani are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” or “Astorani” in its name as a martial weapon.
  • Automatic Language: Astorani, Common.
  • Bonus Languages: Caspian, Celestial, Draconic, Gnoll, Gobtalk, Imperial, Ionic, Jute, Mungese,
    Nokolish, Norther, Sylvan.

Aztecigirl Azteci (Civilized Jungle Elves)



Azteci Racial Traits:

TBA

Azurai girl Azurai (Wild Jungle Elves)



Azurai Racial Traits:

  • +2 Dexterity, +2 Constitution, -2 Intelligence
  • Medium Size: Azurai are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Azurai have a base speed of 30 feet.
  • Keen Senses: Astorani receive a +2 racial bonus on Perception skill checks.
  • Low-Light Vision: Azurai can see twice as far as humans in conditions of dim light.
  • Replace Elven Immunities with Hardy (Azurai receive a +2 racial bonus against poison, spells, and spell-like abilities).
  • Replace Elven Magic with a bonus feat (racial).
  • Weapon Familiarity: Azurai are proficient with longbows (including composite longbows), spears, axes, short swords and shortbows (including composite shortbows), and treat any weapon with the word “elven” or “Azurai” in its name as a martial weapon.
  • Wild Heart: Your love of life pervades everything you do. +2 bonus to all saving throws against being held or charmed. +2 bonus to all saves versus Law based spells. +2 bonus to strength checks to break bonds and all escape artist attempts, including while grappled.
  • Elven Naturalist: Azurai Elves gain the wild empathy ability and can attempt to improve the initial attitude of an animal. This is a d20 roll, adding the Azurai’s Charisma bonus to determine the wild empathy check result. An Azurai who gains this ability from another source, such as levels in Druid or Ranger, instead receives a +2 racial bonus on wild empathy checks.
  • Languages: Azurai elves begin play speaking Azuul. Azurai elves with high Intelligence scores can choose from the following: Dwarftongue, Sylvan, Colossus, Myoan, and Common. Asurai elves who are non-spellcasters are illiterate.
  • Maker’s Gifts: Azurai Elves are not blessed with the Maker’s Gifts unless they follow the old ways (the Aztec gods) or convert to the gods of the Great Church (which requires the Conversion feat and associated ritual).

Rhymeri Rhymerai (Ice Elves)



Rhymeri Racial Traits:

  • +2 Int, +2 Cha, -2 Con. Rhymerai are bright and elegant, but they have the same frailty of form as their distant cousins the Astorani.
  • Medium Size: Rhymerai are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Rhymerai have a base speed of 30 feet.
  • Low-Light Vision: Rhymerai can see twice as far as humans in conditions of dim light.
  • Cold Endurance: Rhymerai receive a +4 racial bo- nus to Constitution checks made to avoid nonlethal damage from cold environments.
  • Elven Immunities: Rhymerai are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Rhymerai receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Astorani receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Rhymerai receive a +2 racial bonus on Perception skill checks.
  • Maker’s Gifts: Rhymerai are blessed with the Maker’s five gifts, and may be brought back to life four times.
  • Weapon Familiarity: Rhymerai are proficient with longbows (including composite longbows), longswords, whips, and shortbows (including composite shortbows), and treat any weapon with the word “elven” or “Rhymerai” in its name as a martial weapon.
  • Automatic Language: Rhyme, Common.
  • Bonus Languages: Celestial, Cymbric, Draconic, Gnoll, Gobtalk, Imperial, Nokolish, Norther, Sylvan,
    Thulish.

Selari Selarai (Aquatic Elves)



Selari Racial Traits:

  • +2 Dex, +2 Con, -2 Int, -2 Wis. Selarai are swift and elegant, but living underwater gives them little use for study, and their carefree attitude leaves them vulnerable to opportunists.
  • Medium Size: Selarai are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Selarai have a base speed of 30 feet.
  • Aquatic: Selarai have a swim speed of 40 feet. They can move through water without making Swim checks. They gain a +8 racial bonus on any Swim check to perform a special action or to avoid a hazard. They may take 10 on Swim checks, even if distracted or endangered while swimming. Selarai may use the run action while swimming, providing that they swim in a straight line.
  • Low-Light Vision: Selarai can see twice as far as humans in conditions of dim light.
  • Gills: Selarai breathe salt water with ease. They can also breathe fresh water, but most find the experi- ence to be very uncomfortable and are treated as fatigued while doing so and for 10 minutes afterward. Selarai can survive out of water for 1 hour per point of Constitution (after that, refer to the suffocation rules on page 445 of the Pathfinder Core Rulebook).
  • Elven Immunities: Selarai are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Keen Senses: Selarai receive a +2 racial bonus on Perception skill checks.
  • Maker’s Gifts: Selarai are, if they follow the gods of the Great Church, blessed with the Maker’s five gifts, and may be brought back to life four times.
  • Weapon Familiarity: Selarai are proficient with trident, longspear, and net, and treat any weapon with the word “elven” or “Selarai” in its name as a martial weapon.
  • Automatic Language: Selennish, Common.
  • Bonus Languages: Alabic, Aquan, Caspian, Cym- bric, Draconic, Drusk, Imperial, Sethilli, Sylvan.

Sylphi head Sylphi (Sylvan Elves)



Sylphi Racial Traits:

  • +2 Str, +2 Dex, -1 Int, -1 Cha. Sylphi are nimble and physically strong, but they lack education and have wild, uncultured ways.
  • Medium Size: Sylphi are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Sylphi have a base speed of 30 feet.
  • Low-Light Vision: Sylphi can see twice as far as humans in conditions of dim light.
  • Elven Immunities: Sylphi are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Sylphi receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, Sylphi receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Sylphi receive a +2 racial bonus on Perception skill checks.
  • Elven Naturalist: Sylphi Elves gain the wild empathy ability and can attempt to improve the initial attitude of an animal. This is a d20 roll, adding the Sylphi’s Charisma bonus to determine the wild empathy check result. An Azurai who gains this ability from another source, such as levels in Druid or Ranger, instead receives a +2 racial bonus on wild empathy checks.
  • Maker’s Gifts: Sylphi, if they follow the gods of the Great Church, are blessed with the Maker’s five gifts, and may be brought back to life four times.
  • Weapon Familiarity: Sylphi are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” or “Sylphi” in its name as a martial weapon.
  • Automatic Language: Sylvan, (Common or Freespeak).
  • Bonus Languages: Caspian, Celestial, Cymbric, Draconic, Freespeak, Gnoll, Gobtalk, Imperial, Ionic, Nokolish, Norther, Selennish, Sylvan, Thulish.

Racial Adjustments

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Racial Adjustments - Elves

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