Elf

"When you live this long, you must always capture new wind to fill your sails."
  The seafaring elves of the Montipalan Islands have a reputation for being swaggering, rakish, and dangerously sharp. They are descendants of elves from Haelona who shunned the haughty self-righteousness of their homeland and sailed south to Cantara for a new beginning. As you might expect, this led to a deeply ingrained culture of rebelliousness and fierce-independence.   Unlike their ancestors who are content to spend their long lives in temperance and reflection, sea elves are not precious with their time and seek to make the most of it. This also leads to them rarely dying of natural causes and having a shorter life-expectancy than other elves.  

You might...

  • Carefully curate your relationships with people with shorter lifespans.
  • Adopt specialized or obscure interests simply for the sake of mastering them.
 

Others probably

  • Focus on your appearance, either admiring your grace or treating you as if you're physically fragile.
  • Worry that you privately look down on them, or feel like you're condescending and aloof.
 

Elves of Cantara

There are three ethnicities of elves in Cantara: the swaggering Sea Elves of the Montipalan Islands, the banished Dark Elves, and the Woodland Elves of the Thelan Isles.  

Dark Elves

As a dark elf you have inherited the repercussions of your ancestors choices, not only physically, but magically as well. Traditionally, dark elves pass on the legend of their creation through story, as to remember who they are and how they came to exist. Centuries ago, a cult of elves who worshipped Lolth, Matron of Spiders, struck a bargain with the demon through depraved ritual. She was pleased with her followers and wished to shape them in her image, and so she corrupted not only the evil elves of the cult, but their families too, despite their innocence. The cult's secret courtship with Lolth could not be hidden after that, and all drow were banished from their homeland.
These elves, most of whom shunned the actions of their guilty kin, became refugees who fled their homeland for the Cantara Isles. Those who opposed the actions of the cult of Lolth settled in the Montipalan Islands, where the thick jungle canopies gave them shelter from the sun, while those still true to their demon lord fled beneath the surface and settled the dark recesses of the world. Generations later, much has changed but the drow are forever defined by the touch of Lolth.
Dark elves tend to be smaller and thinner than most elves. Their skin color ranges from a fairer grey to a black that resembles polished obsidian, and hair of stark white, silver, charcoal, or even blue. They commonly have very pale eyes in shades of lilac, silver, pink, red, and blue.
  Sunlight Sensitivity It's a common misconception by those who haven't met many dark elves that their aversion to sunlight is harmful much like a vampire, which leads to surprise when they find one walking the streets on a cloudless day. Drow are not harmed by sunlight, but it does cause discomfort and can be painful to their eyes. While they are quite fine going about their business in daylight, you will find that they seek shade wherever possible, live in regions with reliable cover from the sun, prefer nocternal lifestyles, and favor hoods or wide brimmed hats.  

Sea Elves

These elves are the primary inhabitants of the jungled Montipalan Islands on the north end of Cantara. They hail from Lamitane, Breakstorm, Soritosi, and the countless ports and fishing villages dotting the smaller isles. They aren't known to put down roots elsewhere, but you're always likely to come across more of them the closer you get to the docks of any city. Sea elves are nortorious even amongst Cantarans for their blood-deep sea-fairing culture, and a large population of them would call nothing home but their ship.
Sea elves tend towards dark skin-tones of black, bronze, and deep olive, with hair of copper, black, sandy blonde, or silver. Their eyes are bright and piercing gold, silver, blue or green. Montipalans garb themselves in bright, light, and loose-fitting clothing to match the hot climate.
 

Woodland Elves

Less common than the Montipalan elves are the more reserved woodland elves. These are Thelan elves who, during the Consequence, retreated to the forests and jungles and reattuned themselves to their fey roots. Now you can find them in long established woodland communities, or as citizens of cities like Freshport, Arna Del Mor, Callista, and the Thelan Twins. Woodland elves are particularily spiritual and are both deeply affectionate of and fiercely protective of the natural world around them.
Woodland elves' skin tends to hues of copper, olive, or white, sometimes with traces of green or other earth tones. Their hair comes in many colors, from browns and blacks to deep reds and even green. Their eyes are green, brown, or hazel.
 

Beliefs

Popular Edicts experience new things, let nothing hold you back, demonstrate superiority to your rival
Popular Anathema abandon your own path, allow another to control you
 

Ancestry Feats

1st Level

 

Ancestral Longevity - Feat 1

Prerequisites at least 100 years old

You have accumulated a vast array of lived knowledge over the years. During your daily preparations, you can reflect upon your life experiences to gain the trained proficiency rank in one skill of your choice. This proficiency lasts until you prepare again. Since this proficiency is temporary, you can’t use it as a prerequisite for a skill increase or a permanent character option like a feat.

 

Ancestral Longevity leads to Expert Longevity

 

Elven Lore - Feat 1

You've studied traditional elven arts, learning about arcane magic and the world around you. You gain the trained proficiency rank in Arcana and Nature. If you would automatically become trained in one of those skills (from your background or class, for example), you instead become trained in a skill of your choice.

You also gain the Additional Lore general feat for Elf Lore.

 

Elven Weapon Familiarity - Feat 1

You favor bows and other elegant weapons. You gain access to all uncommon weapons with the elf trait. You have familiarity with weapons with the elf trait plus longbows, composite longbows, rapiers, shortbows, and composite shortbows—for the purposes of proficiency, you treat any of these that are martial weapons as simple weapons and any that are advanced weapons as martial weapons.

At 5th level, whenever you get a critical hit with one of these weapons, you get its critical specialization effect.

 

Forlorn - Feat 1

Watching your friends age and die fills you with moroseness that protects you against harmful emotions. You gain a +1 circumstance bonus to saving throws against emotion effects. If you roll a success on a saving throw against an emotion effect, you get a critical success instead.

 

Nimble Elf - Feat 1

Your muscles are tightly honed. Your Speed increases by 5 feet.

 

Otherworldly Magic - Feat 1

Your elven magic manifests as a simple arcane spell, even if you aren't formally trained in magic. Choose one cantrip from the arcane spell list. You can cast this cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up.

 

Unwavering Mien - Feat 1

Your mystic control and meditations allow you to resist external influences upon your consciousness. Whenever you are affected by a mental effect that lasts at least 2 rounds, you can reduce the duration by 1 round.

You still require natural sleep, but you treat your saving throws against effects that would cause you to fall asleep as one degree of success better. This protects only against sleep effects, not against other forms of falling unconscious.

 

5th Level

Ageless Patience - Feat 5

You work at a pace born from longevity that enhances your thoroughness. You can voluntarily spend twice as much time as normal on a Perception check or skill check that takes 1 action or longer. If you do, you gain a +2 circumstance bonus to the check and don't automatically reduce your degree of success on a natural 1 (you get a critical failure only if your result is 10 lower than the DC). For example, you could get these benefits if you spent 2 actions to Seek, which normally takes 1 action. You can get these benefits during exploration by taking twice as long exploring as normal, or in downtime by spending twice as much downtime.

The GM might determine a situation doesn't grant you a benefit if a delay would be directly counterproductive to your success, such as a tense negotiation with an impatient creature.

 

Ancestral Suspicion - Feat 5

Long-lived elves have seen civilizations rise and fall, often at the hands of outside forces. As a result, they have developed a wariness of others who might seek to influence or control them. You've been trained to resist such manipulation, gaining a +2 circumstance bonus to saving throws against effects that would make you controlled, such as dominate, and to Perception checks to Sense Motive when trying to determine if a creature is under the influence of such an effect. When you roll a success on a saving throw against such an effect, you get a critical success instead.

 

Martial Experience - Feat 5

You've crossed blades with a wide variety of foes wielding a wide variety of weapons, and you've learned the basics of fighting with nearly any of them. When wielding a weapon you aren't proficient with, treat your level as your proficiency bonus.  

At 11th level, you become trained in all weapons.

 

9th Level

Elf Step - Feat 9

You move in a graceful dance, and even your steps are broad. You Step 5 feet twice.  

Expert Longevity - Feat 9

Prerequisites Ancestral Longevity

You've continued to refine the knowledge and skills you've gained through your life. When you choose a skill in which to become trained with Ancestral Longevity, you can also choose a skill in which you are already trained and become an expert in that skill. This lasts until your Ancestral Longevity expires.

When the effects of Ancestral Longevity and Expert Longevity expire, you can retrain one of your skill increases. The skill increase you gain from this retraining must either make you trained in the skill you chose with Ancestral Longevity or make you an expert in the skill you chose with Expert Longevity.

Expert Longevity leads to Universal Longevity

 

Otherworldly Acumen - Feat 9

Prerequisites at least one innate spell gained from an elf ancestry feat

The arcane magic you possess grows in power and complexity. Choose one common 2nd-rank spell from the same tradition as an innate spell you previously gained from another elf ancestry feat (from the arcane list if you have Otherworldly Magic, for example). You can cast that spell as an innate spell once per day, using the same tradition as the list you chose the spell from.

Your magic is adaptable. By spending 1 day of downtime, you can change the spell you chose to a different common 2nd-rank spell from the same tradition.

 

Tree Climber - Feat 9

You've spent much of your life among the treetops and have become an expert at quickly and safely climbing them. You gain a climb Speed of 10 feet.  

Level 13

Avenge Ally - Feat 13

Frequency once every 10 minutes

Requirements You are within 30 feet of an ally with the dying condition

Though you know that you will eventually outlive your companions, seeing them at death's door brings clarity to your attacks. Make a Strike. Roll twice on the attack roll and use the higher result.

 

Universal Longevity - Feat 13

Frequency once per day

Prerequisites Expert Longevity

You’ve perfected your ability to keep up with all the skills you’ve learned over your long life, so you’re almost never truly untrained at a skill. You reflect on your life experiences, changing the skill you selected with Ancestral Longevity (and the skill you selected with Expert Longevity if you have that feat).

 

Level 17

Magic Rider - Feat 17

Your people used powerful magic to travel between distant worlds in the distant past, and the remnants of that magic make such transportation easier for you. When you are the target of a teleportation spell that transports more than one person, it can affect an additional person beyond the normal limit, chosen by the caster. Additionally, when you're the target of a teleport spell, you and the other targets arrive no farther than 1 mile off target, regardless of distance traveled.

Elf Mechanics

Hit Points

6  

Size

Medium  

Speed

30  

Attribute Boosts

Dexterity

Intelligence

Free

 

Attribute Flaw

Constitution

 

Languages

Common

Elven

Additional languages equal to your Intelligence modifier (if it's positive).

 

Traits

Elf

Humanoid

 

Low-Light Vision

You can see in dim light as though it were bright light, so you ignore the concealed condition due to dim light.

Heritages

Ancient Elf

In your long life, you've dabbled in many paths and many styles. A typical ancient elf is at least 100 years old, though you might be younger at the GM's discretion. Choose a class other than your own. You gain the multiclass dedication feat for that class, even though you don't meet its level prerequisite. You must still meet its other prerequisites to gain the feat.  

Cavern Elf

You were born or spent many years in underground tunnels or caverns where light is scarce. You gain darkvision.  

Montipalan Elf

You live under the blazing heat of the northernmost isles, gaining incredible resilience to warm environments. You gain fire resistance equal to half your level (minimum 1), and environmental heat effects are one step less extreme for you (incredible heat becomes extreme, extreme heat becomes severe, and so on).  

Seer Elf

You have an inborn ability to detect and understand magical phenomena. You can cast the detect magic cantrip as an arcane innate spell at will. A cantrip is heightened to a spell rank equal to half your level rounded up. In addition, you gain a +1 circumstance bonus to checks to Identify Magic and to Decipher Writing of a magical nature. These skill actions typically use the Arcana, Nature, Occultism, or Religion skill.  

Whisper Elf

Your ears are finely tuned, able to detect even the slightest whispers of sound. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one. This benefit doesn't apply if you can't hear or if the creature is incapable of making sound (for example, if it's affected by a silence spell).  

Woodland Elf

You're adapted to life in the forest, the deep jungle, or a similar environment, and you know how to climb trees and use foliage to your advantage. When Climbing trees, vines, and other foliage, you move at half your Speed on a success and at full Speed on a critical success (and you move at full Speed on a success if you have Quick Climb). This doesn't affect you if you're using a climb Speed.
You can always use the Take Cover action when you are within forest terrain to gain cover, even if you're not next to an obstacle you can Take Cover behind.