Humanoid, Elf
The slender humanoid before you has pointed ears and a thin build- you can sense the centuries behind her eyes, eyes that have seen much in the quiet halls of the ancient forest.

Elf (CR ½; XP 200)
Female elf runecaster 1
N Medium humanoid (elf )
Init +0; Senses low-light vision; Perception +1
AC 10, touch 10, flat-footed 10
hp 8 (1d8)
Fort +2, Ref +2, Will +0
Speed 30 ft.
Melee quarterstaff +0 (1d6)
Ranged dart +0 (1d4)
Special Attacks ward 6/day (1d6+3 fire; R-DC 13; 1 minute)
Runecaster Words per Day (2; CL 1st; concentration +4/+6 defensive)
Effects—force shield (1st), servitor I (1st), wrack (1st; F-DC 13)
Meta—boost (0th), distant (0th)
Target—barrier (3rd), burst (1st), cone (0th), line (1st), personal (0th), selected (0th)
Str 10, Dex 10, Con 10, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +0; CMD 10
Feats Extra Wards
Skills Craft (woodworking) +7, Fly +4, Heal +5, Knowledge (arcana) +9, Knowledge (nature) +7, Perception +7, Spellcraft +7 (+9 identify magic properties); Racial Modifiers +2 Knowledge (arcana), +2 Perception, +2 Spellcraft to identify properties of magic items
SQ dreamspeaker, elven magic, fleshrune, sociable, voiceless
Languages Common, Elf, Celestial, Orc, Sylvan
Environment any
Organization solitary, family (2-5), band (6-11), or clan (12-120)
Treasure NPC gear (4 darts, quarterstaff , formula book, spell component pouch, other treasure)

The long-lived race of elves are found on many worlds of the Multiverse, and are thought by some sages to be the template by which all other humanoid races are based. While not as adaptable to varying environments as humans, elves can be found in secluded mountain valleys, ancient towers, isolated caverns, mossy moors, humid jungles, even arid deserts, as well as their stereotypical home of forested lands. They reproduce slowly and infrequently among their own kind, though some curious member of the race mate with humans and other compatible humanoids. On worlds where the influence of Faerie is strong, the elves are drawn to it, and even are rulers and dominant parts of fey culture. The relationship between elves and Faerie is mysterious and little discussed, and the general consensus seems to be that the elves either created the dimension and magic that is Faerie, or that they were an elemental part of it that sought self-determination, becoming free-willed, independent beings.

Elven communities are loosely-knit affairs, rarely larger than a few hundred, though centers of magic and higher learner may be somewhat bigger. Elven nations are usually places that elves just happen to like to live, and congregate out of preference. Warfare is primarily defensive. It is almost always a given that elves are powerfully tied to arcane magic, which is reasonable considering the rumors of their origin. Magic, to elves, is the purpose for living so long, to study and craft it and to absorb all the vast knowledge made available.

Elf Racial Characteristics
Elves are defined by their class levels—they do not possess racial Hit Dice. All elves have the following racial characteristics.

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
  • Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption that 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.
  • 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).
  • 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 checks.
  • Magical Training: Elves receive a +2 racial bonus on Knowledge (arcana) checks.
  • Sociable: When elves attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
  • 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.

On Porphyra
The elves of Porphyra have been, in the past, a people of peace, tranquility and contemplation, content to delve in the ways of magic and the primal living world. Growing conflict with humans and their mystic obsession with Elementalism led to uneasy truces of tribute-payment and containment in the forests of The Great Green and a few other enclaves. Increasing conflict and oppression forced the elves to join together with their polar opposites, the brutish orcs, for each saw in the other the potential to help throw off their shackles, and leave their prospective ghetto-territories. From this union sprang new advances in rune-magic, weaponry, beast-taming, dimensional seeing, and philosophy, for each race had to be able to conceive of the concept of a ‘god’ and what worship of one would mean, for the Word to be successful. As a side effect, the race of half-orcs were created, amalgamations of magic and passion previously unknown on Porphyra, and these hybrids were the last catalyst to move forward and magically summon the New Gods to Porphyra, an act that created incalculable consequences for all beings on that world.

Since that wonderful, cataclysmic event, elves have spread out from The Great Green somewhat, and some variant groups are prominent. The Nori’sylvaen, the Furnace Elves of forge and mountain, have a strong presence in Azag-Ithiel; the longevity-obsessed Necrom elves of the shunned Almuut peninsula, and the Purple Tower elves of the shimmering city of Eleoporphyrene are just a few of the more notable groups. Rumors of wild elves in the jungles of Californ and the Pyynian coast, driven to savagery by the influx of divine magic into an otherwise arcane magosphere are used to frighten children, but- explorers go missing all the time.

The addition of Morah’silvanath, the World Tree, was somewhat of a mixed blessing to the hopeful elves of Porphyra. The Tree appeared on top of the seat of elven-Elementalist sympathizers, the Colothorians, and brought Landed elves from another, dying reality, the faithful of Saren the Untamed, who became their deific patron. The Colothorians, sometimes called Shade Elves or Poison Fay, are a blemish on the otherwise noble race, a casualty of the massive changes made to the Patchwork Planet of Porphyra.

Favored Class Bonuses
Instead of receiving an additional skill rank or hit point whenever he gains a level, you may select the following alternate bonuses based on their class instead. These bonuses are considered racial bonuses unless listed otherwise.

  • Arcane Archer: Choose a weapon from the following list: longbow or 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.
  • Arcane Trickster: When casting rogue’s illusion spells, add +1/3 to the effective caster level of the spell, but only to determine the spell’s duration.
  • War Mind: Add +1/5 bonus to the chain of defensive power.

See Also