Elves

Elves are mortals who are in tune with the natural world around them.
Elves, especially wood elves seek to live in balance with the wild and understand it better than most other mortals.
Some of this understanding is mystical, but an equal part comes from the elves’ long lifespans,
which in turn gives them long-ranging outlooks.
By necessity, they must learn to maintain sustainable lifestyles,
and this is most easily done when they work with nature,
rather than attempting to bend it to their will. However,
their links to nature are not entirely driven by pragmatism.
Elves’ bodies slowly change over time, taking on a physical representation of their mental and spiritual states,
and those who dwell in a region for a long period of time find themselves physically adapting to match their surroundings,
as seen in semi-urban high elves and underground-living drows.

While most elves have changed over time, and diversified some still possess original elven traits.

**Physical description:**
Generally taller than humans, elves possess a graceful, slender physique that is accentuated by their long, pointed ears.
It is a mistake, however, to consider them weak or feeble, as the thin limbs of an elf can contain surprising power.
Their eyes are wide and almond-shaped, and filled with large, vibrantly colored pupils. The coloration of elves as a whole varies wildly, and is much more diverse than that of human populations.
However, as their coloration often matches their surroundings, the elves of a single community may appear quite similar.
Forest-dwelling elves often have variations of green, brown, and tan in their hair, eye, and even skin tones.
High elves likewise have skin tones from human-like pale or brown to yellow.
Drow skin tones usually vary from coal black to dusky purple. Typically their hair is white or silver.

## Qeriat(original elves)

Qeriat(singular Qeria) are individuals who possess some traits of the elves past, but are outwardly indistinguishable from their modern counterparts.

### Variant elven heritages

Original elf heritage: These Elfs still have blood of original elves. They gain +2 Dexterity, +2 Intelligence, -2 Constitution. This replaces ability scores of the original (Ish' hari, Loisan or Drow) subrace.

## (Creature)

### Adjective

Elven

High elves were once most prominant race among mortals, and in the past pushed others to the edges of the world. Now days their numbers are small, and most of them live in few large elven cities. High elves are more urban and intellectually focused than their cousins, and are often seen by others to be socially inflexible.

### Rules:

#### Standard racial traits

Ability scores: High elves are extremely smart, but physically frail and socially inflexible. They gain +4 Intelligence, -2 Constitution, -2 Charisma.

Size: Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Elves are Humanoids with the elf sub-type.

Base Speed: Elves have a base speed of 30 feet.

Languages: Elves begin play speaking only Elven. Elves with high Intelligence scores can choose from the following: Common, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Loisan. See the Linguistics skill page for more information about these languages.

#### Defense racial traits

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

#### Feat and skill racial traits

Ish' hari Knowledge: Elves receive a +2 racial bonus on Knowledge (arcana) checks. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

#### Offence racial traits

Weapon Familiarity: Elves 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.

#### Senses racial traits

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.

## (Creature)

### Rules

#### Standard racial traits

Ability scores: Loisans are nimble and flexible, but physically frail and normally prone to toxins . They gain +2 Dexterity, +2 Wisdom, -2 Constitution.

Size: Loisans are Medium creatures and thus receive no bonuses or penalties due to their size.

Type: Loisans are Humanoids with the elf sub-type.

Base Speed: Elves have a base speed of 30 feet.

Languages: Loisans begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Common, Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, Elven, and Sylvan. See the Linguistics skill page for more information about these languages.

#### Defense racial traits

Elven Immunities: Loisans are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

#### Feat and skill racial traits

Keen Senses: Loisans receive a +2 racial bonus on Perception checks.

#### Magical racial traits

Elven Magic: Loisans 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.

#### Offence racial traits

Weapon Familiarity: Loisans are proficient with light crossbows, glaives, handaxes, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

#### Senses racial traits

Low-Light Vision: Loisans can see twice as far as humans in conditions of dim light.

## (Creature)

### Rules

#### Standard racial traits

* Ability Score Racial Traits: Drow are nimble and manipulative. They gain +2 Dexterity, +2 Charisma, and –2 Constitution.
* Type: Drow are humanoids with the elf subtype.
* Size: Drow are Medium creatures and thus receive no bonuses or penalties due to their size.
* Base Speed: Drow have a base speed of 30 feet.
* Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.
* Languages: Drow begin play speaking Elven and Undercommon. Drow with high Intelligence scores can choose from the following languages: Abyssal, Aklo, Aquan, Common, Draconic, Drow Sign Language, Gnome, or Goblin. See the Linguistics skill page for more information about these languages.

#### Defense Racial Traits

* Immunities Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
* Spell Resistance: Drow possess spell resistance (SR) equal to 6 plus their total number of class levels.

#### Feat and Skill Racial Traits

* Keen Senses– Drow gain a +2 racial bonus on Perception checks.

Magical Racial Traits

* Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level.

#### Offense Racial Traits

* Poison Use: Drow are skilled in the use of poisons and never risk accidentally poisoning themselves.

#### Senses Racial Traits

* Superior Darkvision: Drow have superior darkvision, allowing them to see perfectly in the dark up to 120 feet.

#### Weakness Racial Traits

* Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.