>[!infobox]+ >#### Ylavni >![[Placeholder.png]] > > #### Creature >||| >|:-----|:-----| >|**Size**|Medium| >|**Type**|Humanoid| >|**Subtypes**|Elf| >|**RP**|12| > > ##### Age and Longevity >||| >|:-----|:---| >|**Adulthood**|110 years years| >|**Intuitive**|+4d6| >|**Self-Taught**|+6d6| >|**Trained**|+10d6| >|**Middle Age**|175 years| >|**Old**|263 years| >|**Venerable**|350 years| >|**Maximum**|350+4d100 years| > > ##### Height and Weight >|||| >|:-----|:---|:---| >|**Gender**|**Height**|**Weight**| >|**Male**|64+2d8 in.|100+(2d8×3) lbs.| >|**Female**|64+2d8 in.|90+(2d8×3) lbs.| # Ylvani ##### (ill-vawn-ee) The Ylvani (or the ylvs, as some call them) are most common of the ael'vin seen in the North. Ther term _ylvani_ comes from the Atanti word meaning "lost." The Ylvani have splintered into a number of disperate groups, the most numerous of which are the Aldarwa of the great forests of the **Mar-Wenya**, the Erume of desert wastes the **Eica Eruman** and Yelin of the high peaks of the **Terra Orforne**.  ## Physical Description Ylvani possess fine, almost delicate facial features. Their eyes are wide and almond-shaped, while their ears stand taller than most and end in rounded points. They have a graceful and slender physique, even among those who possess impressive physical strength. Ylvani have imperceptibly fine facial and body hair, many even lacking eyebrows. While they do not heal any quicker than other humanoids, Ylvani rarely suffer scarring, and even those that do typically have those scars fade within a few years.  ## Society Ylvani cultures have a strained relationship among eachother, due to a variety religious and political disagreements. However, most ylvani tend to be outwardly accepting of, if a bit condescending towards, the younger races of Temnia. The Aldarwa and Yelin are the most favorably received by others, accepting ylvani love of nature as mystic rather than rustic, and ylvani air of superiority as nobility rather than condescension. Erume and Nasala have a more adversarial relationship with their neighbors, and are viewed as savage xenophobes.  ## Relations Ylvani gravitate towards societies who will accept the Ylvani's natural and obvious superiority, and hold the guidence and leadership the Ylvani provide with due reverence and respect. It is sometimes difficult to asseuge the unfounded suspcions of younger races, but the Yelin and Aldarwa are nothing if not patient, and supremely confident in the self-evidence of their own worth and virtue. Erume, on the other hand, are far less interesting in the opinions of those who stand in their way of their survival. Most bear little ill will towards their neighbors, and simply do what necessity dictates. If the consequence of that is disdain or conflict, so be it.  ## Alignment and Religion Ylvani alignment varies with cluture. Aldarwa value community and cooperation, and tend to be good. Yelin are stern and uncomprimising, favoring law. Erume will do whatever it takes to survive and tend towards chaos. Ylvani religion centers around Qemi, the personification of the natural world. Qemi is represented in four seasonal aspects, who were also the first family of the Anor'ithil, and physical progenators of all the Ael'vin who followed. **Taure** is the father of the Ael'vin, the first of the Neylar, and the winter aspect of Qemi. **Cualur** is the mother of the Ael'vin, the first of the Scalar, and the spring aspect of Qemi. **Ethelë** is their son and first born, summer aspect of Qemi. **Duor** is their daughter and second born, the Autumn aspect of Qemi. Each aspect has values and virtues assigned to them, though specific Ylvani cultures have different view on each of these four aspects, what specifically they represent and their importance in Ylvani history and in ethical behavior.  ## Adventures Some Ylvani adventure simply to gaze upon the wonders of nature they've not yet encountered, or to listen to songs and poems unknown to ael'vin ears. Others take up adventure for more practical reasons; perhaps seeking knowledge or relics of the ancient pre-cataclysm civilizations that lay yet undiscovered. There are those who do not fit in with their kind and either choose exile or are simply banished, and make the road their home.  ## Names Ylvani identify with a single name. This is typically an ylvani word with a deep poetic meaning within their culture. Ylvani have a disdain for nicknames, as the shortening or corrupting of a name can radically change its meaning, or rob it of meaning altogether. They will typically return the favor to their companions, using their full and complete given name.  **Male Names:** Caladrel, Heldalel, Lanliss, Meirdrarel, Seldlon, Talathel, Variel, Zordlon. **Female Names:** Amrunelara, Dardlara, Faunra, Jathal, Merisiel, Soumral, Tessara, Yalandlara  <br> # Racial Traits (12 RP) ### Standard Racial Traits - **Ability Score Modifiers:** Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Wisdom, and –2 Constitution. - **Size:** Ylvani are Medium creatures and thus receive no bonuses or penalties due to their size. - **Type:** Ylvani are Humanoids with the elf subtype. - **Base Speed:** Ylvani have a base speed of 30 feet. - **Languages:** Ylvani begin play speaking Common and Elven. Ylvani with high Intelligence scores can choose from the following: ?, ?, ?, ?, ?, ?, and ?. See the [Languages of Temnia] page for more information about these languages. #### Defense Racial Traits - **Elven Immunities:** Ylvani are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. - **Patience (4 RP):** Ylvani gain a +1 racial bonus on attack rolls and skill checks made as part of readied actions in combat, and a +2 to skill checks when they take 20. - **Serenity (1 RP):** Ylvani gain a +2 racial bonus on all saving throws against emotion effects. This bonus stacks with the bonus granted by elven immunities. In addition, if an ylavani fails such a save, they may attempt 1 round later to prematurely end the effect (assuming it has a duration longer than one round). This second save is made at the same DC as the first. If the ylvani has a similar ability from another source (such as a rogue's slippery mind class feature), it can only use one of these abilities per round, but can try the others on subsequent rounds if the first reroll fails. #### Feat and Skill Racial Traits - **Esoteric Lore (1 RP):** Ylvani are steeped in lore older than most civilizations. They can make knowledge checks untrained without being limited to "common knowledge". - **Keen Senses:** Ylvani receive a +2 racial bonus on Perception checks. #### Magical Racial Traits - **Forest Step:** Ylvani can move through natural difficult terrain at their normal speed while within the forest terrain. Magically altered terrain affects them normally. #### Senses Racial Traits - **Low-Light Vision:** Ylvani can see twice as far as humans in conditions of dim light. # Ylvani Subraces .... <br> ## Aldwara The ylvani of the forests, these serene, patient and caring elves see themselves as the closest of their kin to Qemi, and therefore their lost Atani forebearers. This greatness comes with the grave responsibility of bringing their cousins and eventually the world at large into a age of peace and unity. These efforts, drive the aldarwa, especially the youthful and idealistic, from the Mar-Wenya into the cities and nations of Temnia, and along the path of adventure. They are the most commonly enocunter of the Ylvani people in the Northern hemisphere of Temnia. Aldarwa are the tallest of the Ylvani, commonly standing over six feet tall. Their hair, skin and eye coloration are reminiscent of the forests of the Mar-Wenya, a variety of shades of greens and browns. Aldarwa are sometimes referred to as Sylvan, Wood or Forest Elves.  Aldarwa are the default Ylvani outlined above.  ## Avari'yl (26 RP)  Atop the highest peaks of the Terra Orforne live a small collection of ylvani who have grown feathered wings. These are the Avari'yl, sometimes called Winged Elves. The Avari'yl care little for the petty politics of the other ylvani, and less about the other lowland peoples. They are above such concerns both metaphorically and literally.  ### Alternate Racial Traits Avari'yl have the following alternate racial traits by default:  - **Ability Score Racial Traits (+8 RP):** Avari'yl are lissome and shrewd, but their hollow bones make them somewhat delicate. They gain +4 Dexterity, +2 Intelligence, +2 Wisdom, –2 Constitution. These ability score modifiers replace the standard ability score modifiers. - **Base Speed (+6 RP):** Avari'yl have a base speed of 30 feet on land. They also have a fly speed of 50 feet (average maneuverability). This replaces the standard speed traits. - **Language (-1 RP):** Avari'yl begin play speaking Elven. Avari'yl with high Intelligence scores can choose from the following: Common, ?, ?, and ?. See the [Languages of Temnia] page for more information about these languages. This trait replaces the standard languages trait. - **Arrogance (-2 RP):** Avari'yl are convinced of their own superiority. They gain a +1 bonus on saving throws against spells and abilities from non-elf humanoids, and a +1 dodge bonus against attacks from non-elf humanoids, however, they also take a -2 on skill checks to influence non-elf humanoids. This ability replace patience. - **Cloudborn (+1 RP):** Avari'yl are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. They also gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges or stay on their feet. This racial trait replaces forest step. - **Jumper (+2 RP):** Avari'yl are always considered to have a running start when making Acrobatics checks to jump. - **Mountain Home:** Climb and acrobatics are always considered class skills for an avari'yl. This racial trait replaces esoteric lore. - **Weapon Familiarity:** Avari'yl are proficient with bolas, lassos, longswords and rapiers. This racial trait replaces serenity. ## Avari'yl, Lesser (14 RP)  Approximately 1 in 10 Avari'yl are born with small vestigial wings that are incapable of supporting true flight. These flightless ylvani are thought to be tasked by Qemi with some unspoken task, the completion of which will allow the Avari'yl to earn their wings. Some see this as a reincarnation metaphor, and seek to live a life of virtue or enlightment hoping to be reborn in a new and fully formed body, while others take this as a literal call to action, leaving their mountain homes to seek out a deed or treasure that will grant them their birthright. ### Alternate Racial Traits Lesser Avari'yl have the following alternate racial traits by default:  - **Ability Score Racial Traits:** Lesser Avari'yl are lissome and shrewd, but their hollow bones make them somewhat delicate. They gain +2 Dexterity, +2 Intelligence, –2 Constitution. These ability score modifiers replace the standard ability score modifiers. - **Language (-1 RP):** Avari'yl begin play speaking Elven. Avari'yl with high Intelligence scores can choose from the following: Common, ?, ?, and ?. See the [Languages of Temnia] page for more information about these languages. This trait replaces the standard languages trait. - **Cloudborn (+1 RP):** Lesser Avari'yl are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. They also gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges or stay on their feet. This racial trait replaces forest step. - **Jumper (+2 RP):** Lesser Avari'yl are always considered to have a running start when making Acrobatics checks to jump. - **Mountain Home:** Climb and acrobatics are always considered class skills for an avari'yl. This racial trait replaces esoteric lore. - **Vestigial Wings (+2 RP):** Lesser Avari'yl wings that do not provide the lift required for actual flight, but do have enough power to aid flight attained by some other method. They gain a +4 racial bonus on Fly checks. - **Weapon Familiarity:** Lesser Avari'el are proficient with bolas, lassos, longswords and rapiers. This racial trait replaces serenity. ## Erume They ylvani of the desert sands, the Erume have adapted to their spartan environs. Lacking the serenity and sentimentality of their forest kin, the Erume are as swift as a sandstorm, and as harsh as the desert heat. Many know them as raiders and bandits, fearsome perils to any desert traveler, but there is little of greed or malice in the heart of these ylvani. They are simply a product of the unforgiving land that is their ancestral home, and perhaps the key to returning to their former unity: Provide for your own, because no one will provide it for you. ### Alternate Racial Traits Erume have the following alternate racial traits by default:  - **Ability Score Racial Traits:** Erume are rash, but hardier then their kin. They gain +2 Dexterity, +2 Wisdom, and –2 Intelligence. These ability score modifiers replace the standard ability score modifiers. - **Desert Runner:** Erume receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This trait replaces forest step. - **Raider of the Waste:** Erume receive a +1 bonus on attack rolls against humanoids of the human and reptilian subtypes because of special training against these common foes. This racial trait replaces patience. - **Runner:** Erume gain run as a bonus feat. - **Weapon Familiarity:** Erume 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. This racial feature replaces serenity. ## Nasala  Deep within the forest of the Mar-Wenya live the Nasala. They are an offshoot of the Aldarwa, and are colloquially known as Copper, Jungle, Spotted or Wild Elves. Unlike their Aldarwa cousins, the Nasala have no interest in harmonizing with other Ylvani and are actively hostile towards non-Ylvani who invade their forest homes. Nasala can be easily distinguished from the Aldarwa by their shorter stature and mottled skin. ### Alternate Racial Traits Nasala have the following alternate racial traits by default: - **Ability Score Racial Traits (+1 RP):** Nasala are strong and fleet-footed, but more ruthless and less contemplative than their kin. They gain +2 Strength, +2 Dexterity, –2 Constitution, –2 Intelligence, –2 Charisma. These ability score modifiers replace the standard ability score modifiers. - **Camoflague:** Nasala gain a +4 racial bonus on stealth checks while in wooded terrain. - **Unnerving (-1 RP):** Non-elf humanoids take a –1 penalty on saving throws against spells Nasala cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces patience. - **Weapon Familiarity:** Nasala 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. This racial feature replaces serenity. ## Qi'loren (18 RP)  The Aldarwa are often described as trees rendered in flesh and blood. Their connection to the forests informs much of their culture, personality and philosophy. For the qi'loren, this connection is much deeper. The first of qi'loren used ancient magics to tap into the powers of the fey, and bind themselves irrevocably to the Mar-Weyna. These cousins of the Aldarwa are distinguished by the wood-like antlers growing from their foreheads. They also have dark brown skin and vivid green eyes that glow softly in the dusklight. Their eyes and hair change color when they use their Manifest Nature's Might ability: white when manifesting the elder, black when the destroyer, and green when the hunter. To those few who have dealings with them, the qi'loren are known as the Deep or Horned Elves or the Feyad.  ### Alternate Racial Traits Qi'loren have the following alternate racial traits by default:  - **Ability Score Racial Traits:** Qi'loren are tough and thoughtful, but lack the fluid grace of their cousins. They gain +2 Constitution, +2 Wisdom, and –2 Dexterity. These ability score modifiers replace the standard ability score modifiers. - **Type (+1 RP):** Qi'loren are fey with the elf subtype. - **Attuned to Nature:** Qi'loren gain a +2 racial bonus to Handle Animal and Survival checks. This racial trait replaces patient. - **Cold Iron Anathema (–1 RP):** Qi'loren have a difficult time wielding weapons made of cold iron. Qi'loren take a –2 penalty on any attack roll made with a cold iron weapon or a weapon made only partially out of cold iron, such as a cold iron spear or a bow firing cold iron arrows. - **Manifest Nature's Might (Su) (6 RP):** At the dawn of each day, a qi'loren can meditate for 10 minutes and attune to one of the aspects of nature. - _Aspect of the Ancient:_ While manifesting this aspect, the qi'loren gains an additional +2 bonus to saves against enchantment effects, and a +4 bonus to Knowledge (Nature) checks. - _Aspect of the Destroyer:_ While manifesting this aspect, the qi'loren gains a smite attack that affects the enemies of nature. As a swift action, the qi'loren chooses one target within sight to smite. If this target is a aberration, construct, humanoid, ooze, outsider, or undead, the qi'loren adds her Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the qi'loren rests. A qi'loren can use this ability a number of times per day equal to her Charisma modifier. - _Aspect of the Hunter:_ While manifesting this aspect, the qi'loren gains a +2 racial bonus to perception and stealth checks, and a +2 racial bonus to initiative checks. A qi'loren can only manifest one aspect of nature at a time. Once manifested, an aspect remains active until the qi'loren attunes to a different aspect. This racial ability replaces patience. ## Yelin The ylvani of the mountains. These are sometimes referred to as Frost or Mountain Elves.  ### Alternate Racial Traits Yelin have the following alternate racial traits by default:  - **Ability Score Racial Traits:** Yelin are tougher than their kin, but are as cold as their mountain homes. They gain +2 Dexterity, +2 Intelligence, and –2 Charisma. - **Arrogance (-2 RP):** Yelin are convinced of their own superiority. They gain a +1 bonus on saving throws against spells and abilities from non-elf humanoids, and a +1 dodge bonus against attacks from non-elf humanoids, however, they also take a -2 on skill checks to influence non-elf humanoids. This ability replace patience. - **Cloudborn (+1 RP):** Yelin are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces. They also gain a +2 racial bonus on Acrobatics checks made to cross narrow ledges or stay on their feet. This racial trait replaces forest step. - **Refined Lore (+1 RP):** Yelin gain a +2 racial bonus to any one intelligence-based skill of their choice. This skill must be chosen at 1st level and cannot be changed. This trait replaces esoteric lore. - **Weapon Familiarity:** Ylvani 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. This racial ability replaces serenity. # Racial Options ## Alternate Racial Traits The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options. - **Arcane Focus:** Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity or serenity. - **Behind the Veil (1 RP):** Characters with this trait gain a +2 bonus on Bluff and Sleight of Hand checks while benefiting from concealment or cover. Elves can take this trait in place of low-light vision. PZO9466 - **Blended View (2 RP):** Prerequisite(s): low-light vision. Some ylvani has a stronger tie to their neylar ancestry. Characters with this trait keep their low-light vision but also gain darkvision to a distance of 60 feet. Elves can take this trait in place of keen senses. PZO9466 - **Blightborn:** Elves from cursed lands and domains of evil develop resistance to foul influences. They gain a +2 racial bonus on saving throws against necromancy spells and spell-like abilities and spells and spell-like abilities with the curse descriptor, as well as on saving throws to remove temporary negative levels. This racial trait replaces elven immunities. PZO1135 - **Creepy:** For some elves, their long, slender limbs and large pupils evoke not attraction, but unease in other humanoids. Non-elf humanoids take a –1 penalty on saving throws against spells these elves cast that cause confusion or fear. In addition, elves with this trait gain a +2 racial bonus on Intimidate checks to demoralize. This racial trait replaces patience. PZO1135 - **Crossbow Training:** An elf with this trait can reload a light crossbow as a free action and a heavy crossbow as a move action, provided that she is proficient with the weapon. If she selects the Rapid Reload feat for a heavy crossbow, she can reload the weapon as a free action. This racial trait replaces weapon familiarity or serenity. PZO90124 - **Darkvision:** Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf’s ancestry, and can lead to persecution within the elf’s home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision. - **Desert Runner:** Some elves thrive in the deepest deserts, forever roaming across burned and parched lands. Elves with this racial trait receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue, exhaustion, or ill effects from running, forced marches, starvation, thirst, or hot or cold environments. This racial trait replaces patience. - **Devoted Companion:** While some Forlorn quickly become inured to the loss and tragedy all too common in their lives, some refuse to let go, fighting passionately when companions are endangered. Elves with this alternate racial trait gain a +1 racial bonus on attack rolls and caster level checks while adjacent to an ally who has been reduced to fewer than half her maximum hit points. This replaces patience and serenity. PPC:HftF - **Dimdweller (2 RP):** Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Elves can take this trait in place of weapon familiarity or serenity. - **Dragon Magic (3 RP):** Some elves have potent draconic blood. Elves with this racial trait who take a draconic bloodline as a class feature treat their Charisma scores as 2 points higher when determining the DC and uses per day of all bloodline abilities and bloodline spells. Additionally, elves with this trait add spells with the draconic descriptor to their class spell lists for any spellcasting classes in which they have levels. This racial trait replaces patience.PZO9470 - **Draconic Consular (2 RP):** Elves serving in the company of dragons are trained to assist and represent their draconic allies. Elves with this racial trait gain a +1 bonus on Diplomacy and Knowledge (arcana) checks. This racial trait replaces keen senses. PZO9470 - **Dreamspeaker:** A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf’s character level). This racial trait replaces elven immunities. - **Dusksight (2 RP):** When making ranged attacks, characters with this trait can reroll the miss chance granted by cover to any target in dim light, and take the better of the two rolls. The miss chance for total concealment applies normally. Elves can take this trait in place of keen senses. PZO9466 - **Eastern Weapon Mastery:** Elves with this racial trait are proficient with fighting fans and tonfa, and they treat katanas, kusarigamas, and wakizashis as martial weapons. This replaces weapon familiarity or serenity. - **Elemental Resistance:** Elves who dwell in the most extreme environments, from arctic wastelands to volcanic plains, develop natural resistance to the dangers of their homelands over the course of a few generations. Elves with this racial trait gain elemental resistance 5 to acid, cold, electricity, or fire. This choice is made at character creation, and once made it cannot be changed. This racial trait replaces elven immunities. - **Elven Arrogance:** Some elves are so convinced of elven superiority, or else otherwise so xenophobic, that they have difficulty seeing the point in communicating with “lesser” races. Their racial bonus on saving throws against enchantments increases by 1 (to +3) against such effects from non-elf humanoids, but they begin play speaking only Elven, and if they have high Intelligence scores, they can select bonus languages from only 1 ancient language, Celestial, Draconic, and Sylvan. PZO9280 - **Envoy:** Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf’s level. This racial trait replaces patience. - **Eternal Grudge:** Some elves grow up in secluded, isolationist communities where generations-old slights and quarrels linger as eternal blood feuds. Elves with this racial trait receive a +1 bonus on attack rolls against humanoids of the dwarf and orc subtypes because of special training against these hated foes. This racial trait replaces patience. - **Fey Magic (2 RP):** The character has a mystic connection to one terrain type, selected from the ranger’s favored terrain list. The character selects three 0-level druid spells and one 1st-level druid spell. If the character has a Charisma score of 11 or higher, when in the selected terrain, she gains these spells as spell-like abilities that can be cast once per day. The caster level for these effects is equal to the user’s character level. The DC for the spell-like abilities is equal to 10 + the spell’s level + the user’s Charisma modifier. These spells are treated as being from a fey source for the purposes of the druid’s resist nature’s lure class feature and similar abilities. This trait replaces keen senses. PZO9456 - **Fey-Sighted:** You gain detect magic as a constant spell-like ability, with a caster level equal to your character level. This racial trait replaces patience. PZO9480 - **Fey Thoughts (1 RP):** Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. PZO9456 - **Fleet-Footed:** While all elves are naturally lithe and agile, some also are naturally speedy and have a strong desire to rush into situations rather than worrying about looking ahead. Elves with this racial trait receive Run as a bonus feat and a +2 racial bonus on initiative checks. This racial trait replaces keen senses and weapon familiarity. - **Frostmelding:** Elves with this alternate racial trait can use meld into stone as a spell-like ability once per day, with a caster level equal to their character level, except that they instead meld with snow and ice and the spell duration is 1 round per level. This replaces patience. PPC:HftF - **Human-raised:** Elves raised outside of elven communities—are accustomed to other races’ brevity of life. Although they lose the opportunity to train in traditional elven arts, these elves pick up a bit of their adoptive parents’ skills. They gain Skill Focus as a bonus feat. This racial trait replaces patience and weapon familiarity. PZO9280 - **Illustrious Urbanite:** City elves have a remarkable ability to combine magic harmoniously with their surroundings. They gain Spell Focus with conjuration, illusion, or transmutation spells as a bonus feat. When casting spells of this school, the elves can choose to have the spell leave undamaged any building or structure that would normally be affected. This racial trait replaces keen senses. PPC:HotS - **Keeper of Secrets:** Some elves seek to protect younger races from dangerous lore. The save DCs of enchantment spells they cast against humanoids increase by 1 and they receive a +2 racial bonus on Bluff and Linguistics checks to omit or cover up facts. This racial trait replaces patience. PZO1135 - **Light against Darkness:** Elves have fought against the corruption of demons since time immemorial. Elves with this trait receive a +1 bonus on attack rolls against outsiders with the demon subtype. This racial trait replaces patience. PZO1135 - **Lightbringer:** Many elves revere the sun, moon, and stars, but some are literally infused with the radiant power of the heavens. Elves with this racial trait are immune to light-based blindness and dazzle effects, and are treated as one level higher when determining the effects of any light-based spell or effect they cast (including spell-like and supernatural abilities). Elves with Intelligence scores of 10 or higher may use light at will as a spell-like ability. This racial trait replaces the elven immunities and elven magic racial traits. - **Long-Limbed:** Elves with this racial trait have a base move speed of 35 feet. This racial trait replaces weapon familiarity or serenity. PZO1135 - **Memories Beyond Death:** Some elves are born with sensitive souls that absorb insight from others and from the spirits of the deceased. These elves gain a +2 racial bonus on saving throws against fear effects. They also choose two Knowledge skills and always treat those skills as class skills. If they take a class that grants either or both of those skills as class skills, they gain a +1 racial bonus on the overlapping skill or skills. This racial trait replaces elven immunities and elven magic. PZO9280 - **Moonkissed:** Elves with this alternate racial trait gain a +1 racial bonus on saving throws. This replaces elven immunities and keen senses. PPC:HftF - **Natural Swimmer:** Elves with this trait gain a +2 racial bonus on Swim checks and can always take 10 on a Swim check, even if distracted or endangered when swimming. This racial trait replaces patience and keen senses. PZO90124 - **Overwhelming Magic:** Some elves obsess over the fundamentals of magic, training for decades to add layers of potent spellwork before they ever begin practicing true spells. This builds a foundation that makes their magic increasingly difficult to resist. These elves gain Spell Focus as a bonus feat. This racial trait replaces patience and weapon familiarity. PZO9280 - **Perfect:** The eerie beauty of some elves cannot be denied. Elves with this racial trait receive a +1 racial bonus on Bluff and Diplomacy checks against humanoids and a +2 racial bonus on saving throws against transmutation spells and spell-like effects. This racial trait replaces elven immunities. PZO1135 - **Retreat Magic:** Some elves specialize in magic that fools foes into misjudging elven numbers and locations. These elves gain a +1 racial bonus to their caster levels for the purpose of determining the range and duration of all conjuration and illusion spells that they cast. This racial trait replaces patience. PZO9280 - **Sense Thoughts:** Some elves are so closely attuned to each other and their environment that they seem able to read each other’s minds and their foes’ thoughts. Elves with this alternate racial trait can use detect thoughts as a spell-like ability once per day, with a caster level equal to their character level. This replaces elven immunities and keen senses. PPC:HftF - **Shadowhunter (2 RP):** Characters with this trait deal 50% weapon damage to incorporeal creatures when using non-magical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day). Elves can take this trait in place of weapon familiarity. PZO9466 - **Shadowplay (1 RP):** Characters with this trait cast spells with the darkness, light, or shadow descriptor at +1 caster level. Elves can take this trait in place of elven magic, also gaining the fetchling’s spell-like abilities racial trait. PZO9466 - **Silent Hunter:** Elves are renowned for their subtlety and skill. Elves with this racial trait reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this racial trait). This racial trait replaces patience. - **Superior Talent:** Some yelin are more concerned with demonstrating superiority, rather than simply insisting upon it. Yelin with this trait can gain any one of the following as a bonus feat at 1st level: Acrobatic, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Magical Aptitude, Meticulous, Persuasive, Prodigy, Scholar, Self-Sufficient ,Stealthy. This trait replaces arrogance and refined lore. - **Slender:** Elves often appear unnaturally thin by other races’ standards. Elves with this trait gain a +2 racial bonus on Escape Artist checks, on combat maneuver checks to escape a grapple, and to CMD against grapples. This racial trait replaces elven immunities. PZO1135 - **Spirit of the Waters:** Some elves have adapted to life in tune with the sea or along the reedy depths of wild rivers and lakes. They gain a +4 racial bonus on Swim checks, can always take 10 while swimming, and may choose Aquan as a bonus language. They are proficient with longspear, trident, and net. This racial trait replaces patience and weapon familiarity. - **Tongue of the Sea:** Elves with this racial trait begin play speaking an ancient language and Elven. Elves with high Intelligence scores can choose from the following languages: Aboleth, Abyssal, Aklo, Aquan, Common, and Undercommon. This racial trait replaces an elf’s normal languages. PZO90124 - **Urbanite:** Elves who live in cities for more than a century can grow to know the ebb and flow of social situations just as their forest-dwelling cousins know the rules of the wild. Elves with this racial trait gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation. This racial trait replaces keen senses. - **Vigilance:** You gain a +2 dodge bonus to AC against attacks by chaotic creatures. This trait replaces patience. PZO9480 - **Voice in the Darkness (2 RP):** Prerequisite(s): Charisma 13+. Characters who practice coercion and intimidation in the Underworld or on the Shadow Plane learn to do so in dim light or no light at all. As long as they are in dim light or darker conditions, characters with this trait gain a +2 bonus on Intimidate and Stealth checks. Elves can take this trait in place of weapon familiarity. PZO9466 - **Woodcraft:** Elves know the deep secrets of the wild like no others, especially secrets of the forests. Elves with this racial trait gain a +1 racial bonus on Knowledge (nature) and Survival checks. In forest terrain, these bonuses improve to +2. This racial trait replaces patience. ## Favored Class Bonuses The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward. - **Alchemist:** Add one extract formula from the alchemist’s list to his formula book. This formula must be at least one level lower than the highest-level formula the alchemist can create. - **Arcanist:** Increase total number of points in the arcanist’s arcane reservoir by 1. - **Barbarian:** Add +1 to the barbarian’s base speed. In combat this option has no effect unless the barbarian has selected it five times (or another increment of five). This bonus stacks with the barbarian’s fast movement feature and applies under the same conditions as that feature. - **Bard:** Add +1 to the bard’s CMD when resisting a disarm or sunder attempt. - **Bloodrager:** Add 1 foot to the bloodrager’s base speed. In combat, this only has an effect for every five increases in base speed. This bonus stacks with the bloodrager’s fast movement class feature, and applies under the same conditions and that feature. - **Brawler:** Add 1 foot to the brawler’s base speed. In combat, this has an effect only for every five increases in the brawler’s base speed. - **Cavalier:** Add +1 hit point to the cavalier’s mount. If the cavalier ever replaces his mount, the new mount gains these bonus hit points. - **Cleric:** Select one domain power granted at 1st level that is normally usable a number of times per day equal to 3 + the cleric’s Wisdom modifier. The cleric adds +1/2 to the number of uses per day of that domain power. - **Druid:** Add +1/3 to the druid’s natural armor bonus when using wild shape. - **Fighter:** Add +1 to the Fighter’s CMD when resisting a disarm or sunder attempt. - **Gunslinger:** Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus. - **Hunter:** Choose a weapon from the following list: longbow, longsword, rapier, short sword, shortbow, or any weapon with “elven” in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects. - **Inquisitor:** Add one spell known from the inquisitor’s spell list. This spell must be at least one level below the highest-level spell the inquisitor can cast. Investigator: Increase the total number of points in the investigator’s inspiration pool by 1/3. - **Kineticist:** Gain a +1/4 bonus on damage rolls that apply the kineticist’s elemental overflow bonus. PZO1132 - **Magus:** The magus gains 1/6 of a new magus arcana. - **Medium:** Gain a +1/3 bonus on all skill checks using occult skill unlocks. PZO1132 - **Mesmerist:** Gain a +1/2 bonus on Acrobatics checks to move through a threatened area and a +1/2 bonus on Bluff checks to feint. PZO1132 - **Mesmerist:** Add a +1/4 bonus on grapple and trip combat maneuver checks. PZO1135 - **Monk:** Add +1 to the monk’s base speed. In combat this option has no effect unless the monk has selected it five times (or another increment of five). This bonus stacks with the monk’s fast movement class feature and applies under the same conditions as that feature. - **Occultist:** Increase the occultist’s total number of points of mental focus by 1/2 point. PZO1132 - **Oracle:** Add +1/6 to the oracle’s level for the purpose of determining the effects of one revelation. - **Paladin:** Add +1/2 hit point to the paladin’s lay on hands ability (whether using it to heal or harm). - **Psychic:** Increase the total number of points in the psychic’s phrenic pool by 1/3 point. PZO1132 - **Ranger:** Choose a weapon from the following list: longbow, longsword, rapier, shortbow, short sword, or any weapon with “elven” in its name. Add +1/2 on critical hit confirmation rolls made while using that weapon (maximum bonus of +4). This bonus does not stack with Critical Focus. - **Rogue:** Add +1 to the number of times per day the rogue can cast a cantrip or 1st-level spell gained from the minor magic or major magic talent. The number of times this bonus is selected for the major magic talent cannot exceed the number of times it is selected for the minor magic talent. The rogue must possess the associated rogue talent to select these options. - **Shaman:** Add 5 feet to the range of a chosen shaman hex. Multiple bonuses from this ability can apply to the same hex, to a maximum of an additional 30 feet for any single hex. - **Skald:** Increase the bonus granted by the well-versed class feature by 1/4 (maximum +8). - **Slayer:** Increase the studied target bonus on Perception and Survival checks by 1/4. When the slayer gains the stalker class feature, he also gains this increase to the studied target bonus on Stealth checks. - **Sorcerer:** Select one bloodline power at 1st level that is normally usable a number of times per day equal to 3 + the sorcerer’s Charisma modifier. The sorcerer adds +1/2 to the number of uses per day of that bloodline power. - **Sorcerer:** Choose a terrain type from the ranger’s favored terrain list. When casting sorcerer spells in the chosen terrain, add 1/3 to the effective caster level of the spell, for the purpose of determining the spells’ duration. PZO1135 - **Spiritualist:** Add 1/6 to the shield bonus granted by the 3rd-level ectoplasmic bonded manifestation ability. PZO1132 - **Summoner:** The amount of time the summoner must spend to summon his eidolon is reduced by 1 round, to a minimum of 1 round. - **Swashbuckler:** Increase the total number of points in the swashbuckler’s panache pool by 1/4. - **Vigilante:** Gain +1/3 on all Acrobatics, Climb, and Stealth checks in forested areas. PZO1134 - **Warpriest:** Add 1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Air, Animal, Charm, Magic, Plant, or Sun domains. - **Witch:** Add one spell from the witch spell list to the witch’s familiar. This spell must be at least one level lower than the highest-level spell she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. - **Witch:** Add a +1/2 bonus on Spellcraft checks to identify cursed items and on Sense Motive checks to notice enchantment or possession. PZO1135 - **Wizard:** Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard’s Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power. ## Racial Feats The following feats are available to a dwarf character who meets the prerequisites. - Ancestral Weapon Mastery - Arcane Talent - Attuned to the Wild - Guardian of the Wild - Mage of the Wild - Spirit of the Wild - Breadth of Experience - Eagle Eyes - Elven Accuracy - Elven Battle Training - Elven Battle Style - Elven Battle Focus - Elven Battle Torrent - Leaf Singer - Light Step - Stabbing Shot