Elf Playable RaceTweet
Elves are easily recognized by their pointed ears and pupils so large that their eyes seem to be all one color. Possessed of an inherent bond with the natural world, they tend to subtly take on the coloration of their surroundings over the course of many years and have a deep spiritual regard for nature.
Ability Score Modifiers +2 Dex, +2 Int, -2 Con
Hit Points 4 HP
Size & Type Elves are Medium Humanoids with the elf subtype.
Average Height or Length 5 1/2-6 1/2 ft.; Average Weight 100 -150 lbs.
Age of Maturity 100 years; Maximum Age 350+4d100 years
Elven Immunities Elves are immune to magic sleep effects and receive a +2 racial bonus to saving throws against enchantment spells and effects.
Elven Magic Elves receive a +2 racial bonus to caster level checks to overcome spell resistance. In addition, elves receive a +2 racial bonus to Mysticism skill checks.
Keen Senses Elves receive a +2 racial bonus to Perception skill checks.
Low-Light Vision Elves can see in dim light as if it were normal light.
Lithe, long-lived humanoids, elves are easily recognized by their pointed ears and pupils so large that their eyes seem to be all one color. Possessed of an inherent bond with the natural world, they tend to subtly take on the coloration of their surroundings over the course of many years and have a deep spiritual regard for nature.
Today, the elves are a reclusive, xenophobic race, little understood by their neighbors and uninclined to remedy that situation. Though their starships still travel far, trading with other worlds, they largely carry all-elven crews, and most elves choose to live among their own kind either on their home world or in predominantly elven enclaves on other worlds. Those adventurous or rebellious individuals who choose to live among other races are called the Forlorn, due both to their loss of elven companionship and to their tendency to outlive friends of other races. Most are viewed with pity and suspicion by their kindred.
Within their borders, elves tend to be whimsical and passionate, yet when dealing with outsiders their laughter disappears quickly, replaced by a cold, unyielding wall. Elven warriors and diplomats operating outside of thier home world on government business sometimes even choose to go masked, hiding their identities around other races in order to better represent a united elven state.
While elves have embraced technology and the security it brings, they also maintain a deep affinity for magic, seeing in its practice a continuity with their ancestors. Elves are most often mystics, operatives, and technomancers, and when they go adventuring, it’s often to recover bits of magical lore lost to history, or else to find ways to ensure thier homeworld’s strength in the centuries to come. The primary exception to all of these tendencies are the drow—purple-skinned elves who reject the company of their brethren and mine alien tech from thier homw rold’s interior, making them some of the most feared and respected arms dealers in the system. Ordinary elves and drow despise one another, and while elven leadership generally tries to distance itself from political entanglements, supposedly rogue elven fleets have launched several surprise assaults on the drow home world in an effort to “cleanse the corruption.” The fact that these attacks have resulted in sanctions has somehow done little to deter the elves.