Wood elves

Wood elves are elves that chose that their true origins lie within the woods of Énelya, among the trees where they had been born. They value nature above all else, seeing it as the true mother of all life. The wood elves are the ones that developed the ideas of druidism as they are protectors of nature. For that reason, the wood elves are disgusted by ideas of destructive magic. After Nárindo burned the forests of the orcs before the scouring of Náraleth, the wood elves have come to hate the element of fire. Instead, they focus on earth and water, hoping to extinguish the flames from the realm. Within the largest nation of the wood elves, Flemer, all forms of fire have been banned and use of fire in any way can result in severe punishment. Also, after Undariel freed them from their brief annexation under the dark elves, they opted to give up their weapons and departed from the tri-alliance of the elves. This caused some conflict within the wood elves of Flemer and the more rebellious individuals chose to leave their homeland, taking their weapons with them. From there they either traveled the world, joined Náraleth or became part of the Silvermist Rangers, a large group of former Flemerian rangers that still believe martial ways can be restored in Flemer.

## Physical description

Wood elves are some of the shorter elves, with the average height for both males and females being somewhere between 170 to 175 centimeters and weight around 50-60 kilograms. Their bodies are naturally agile with a focus on flexibility. While some of them may seem quite thin and fragile, their bones and bodies bend very well and give them sustainability. Their skin tones range between different shades of brown, sometimes having a very slight tint of yellow or green. They are not as concerned with beauty and cleanliness as the other elves and so some wood elves may seem unkempt on the surface.

The hair of a wood elf is usually somewhere between light brown and dark brown and while uncommon, they may have dark blonde or red colored hair as well. Some of them can even grow facial hair and especially the druids prefer a messy and mossy-looking beard for themselves. Most wood elves like to have tattoos and it is preferred that they have some kind of meaning that other wood elves can distinguish from just looking at them. Normally wood elves live around 400 years, but there are cases of exceptionally exalted druids reaching ages over a thousand. The most powerful druids are also able to go into deep sleep for many years, allowing them to preserve their life even more and be awakened when they are called upon by their kin.

## Society

Wood elves have a calm and friendly demeanor, but they can also show anger when their thoughts and ways of life are confronted or questioned. They never seek conflict but are ready to defend themselves if left with no choice. While they only have one truly big nation in the form of Flemer, the wood elves are quite scattered and can be found around different forests of Énelya. They also have a certain understanding for the lizardfolk and hold better relations with them than most other humanoids do.

## Rules

* **Ability Score Modifiers:** Wood elves have dedicated their time to studying nature in a more down to earth manner, but have also given up their physical strength in favor of superior agility and mobility. Wood elves gain +2 Wisdom, +2 Dexterity and -2 Strength.
* **Size:** Medium
* **Type:** Humanoid, elf
* **Base speed:** 30 feet
* **Languages:** Wood elves begin play speaking Common and Elven. Wood elves with high Intelligence scores can choose from the following; Gnome, Sherdanian, Halfling, Boggard, Lizardfolk, Orc, Sylvan, Terran and Giant.

* **Elven Immunities:** Wood elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
* **Forest Rangers:** Wood elves can attempt Knowledge (nature) checks even when untrained and always treat it as a class skill. In addition, they gain a +2 racial bonus on Stealth, Heal and Survival checks. These bonuses are doubled in forest terrain.
* **Keen Senses:** Wood elves gain a +2 racial bonus on Perception checks.
* **Healing Magic:** Up to a number of times per day equal to their Wisdom modifier, wood elves can choose to recover an additional hit point from any magical healing effect (except fast healing) and also grant an additional hit point to their allies when magically healing them. This effect is increased by +1 for every 2 levels they have, with the maximum being +10 healing at level 18. This bonus healing cannot be increased by any effect and is applied after other modifiers. This bonus only applies once to a spell or magical effect. When healing multiple targets, you must choose which individual targets recover additional hit points if any and expend daily uses accordingly.
* **Weapon Familiarity:** Wood elves are proficient with longbows (including composite longbows) and shortbows (including composite shortbows), and treat any weapon with the word “elven” or "Flemerian" in its name as a martial weapon.
* **Low-Light Vision:** Wood elves can see twice as far as normal humans in conditions of dim light.

* **Divided:** As wood elves have divided into two distinct groups between the more martial rangers and the more peaceful druids, wood elves must choose a path that their character followed when growing up. You do not need to be a ranger or a druid to make this choice and your class does not limit you in any way; these traits are merely a way for you to represent which side you support more. Choose one of the following traits:

**Ranger Traits:**
* **Raised by the Bow:** As an immediate action when performing a ranged attack with a bow, a wood elf with this racial trait can choose to add a +1 circumstance bonus on their attack and damage roll and increase that attack's critical threat range by 1 (for example, a bow with a critical threat range of 19-20 also threatens with a roll of 18). This bonus is added after Improved Critical and other similar effects. They can use this ability a number of times per day equal to 1 + their Wisdom modifier (if positive).

* **Treetop Warrior:** Wood elves with this racial trait can take actions normally during surprise rounds in which they are aware of their opponents, wielding a melee weapon, and adjacent to a tree or a bush. During this surprise round, they gain a +2 circumstance bonus on their melee weapon attack and damage rolls. They also gain a +2 circumstance bonus on Stealth and Perception checks when adjacent to a tree.

* **Elfwood Archer:** Wood elves with this racial trait gain proficiency with elfwood longbows and elfwood shortbows (see below), and a +1 competence bonus on their melee weapon attack and damage rolls when wielding them as melee weapons.

**Druid Traits:**
* **Nature's Child:** A wood elf with this racial trait has the ability to converse with plants as if subject to a continual *Speak With Plants* spell and also begins play speaking Druidic as a bonus language.

* **Merciful Staff:** Wood elves with this racial trait gain a +2 circumstance bonus on attack and damage rolls with a quarterstaff when dealing nonlethal damage. They can deal nonlethal damage with a quarterstaff without penalty.

* **Herbal Medicine:** As a standard action that triggers attacks of opportunity, wood elves with this racial trait can automatically stabilize any living creature that they touch in forest terrain. In addition, when using the Heal skill to perform an action that restores hit points, they restore additional hit points equal to half their character level (minimum 1) and do not suffer any penalties for lacking a healer's kit. This does not count as a magical healing effect for the purposes of Healing Magic.

### Alternate Racial Traits

Wood elves have access to all alternate racial traits normally available to elves. Consult your GM before selecting any new options.

## Flemerian Weapons

#### Elfwood longbow, Flemerian

**Cost:** 150 gp **Weight:** 4 lbs.
**Damage:** 1d6 (small), 1d8 (medium) **Critical:** x3 **Type:** piercing
**Range Increment** 90 ft. (projectile)
**Category:** ranged  **Proficiency:** exotic
**Weapon Group:** bows
*Sturdy bows designed by the wood elves of Flemer, elfwood longbows were made with both rangers and druids in mind. They offer multiple options when taking down a foe and are favored by many Flemerians.*
Because of its thickness and robust design, an elfwood longbow functions as a quarterstaff when wielded as a melee weapon.
Any bonuses applied to an elfwood longbow affect both its ranged and melee properties. Elfwood longbows can be enchanted with both ranged and melee weapon special abilities, but the abilities themselves only function when the weapon is used appropriately.
All elfwood longbows are composite bows and can be modified to benefit from high Strength scores in the same way as other composite bows. Any effect that applies to both longbows and shortbows also applies to elfwood longbows.

#### Elfwood shortbow, Flemerian

**Cost:** 100 gp **Weight:** 3 lbs.
**Damage:** 1d4 (small), 1d6 (medium) **Critical:** x3 **Type:** piercing
**Range Increment** 60 ft. (projectile)
**Category:** ranged  **Proficiency:** exotic
**Weapon Group:** bows
*Smaller versions of elfwood bows also exist and elfwood shortbows are particularly good when one is looking for a bit less size and a bit more finesse.*
An elfwood shortbow functions as a club when wielded as a melee weapon and otherwise shares the same special rules as the elfwood longbow.