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ELVES of Midnight (Core Rules)

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ELVES of Midnight (Core Rules)

Post by The Hive Mind on Thu May 15, 2014 1:04 pm

The elves are more like the elder fey than any of the other fey races of Eredane, both physically and culturally. They are a slight race, lithe, quick, and agile. They are all children of nature, and even with their ancient culture and powerful magic, they still live close to the wilds as part of the Great Forest. They are a unified people, allied not only to tribes or family groups but instead to a single royal line that rules over all of Erethor. The racial devotion to their High Queen Aradil is akin to worship, and though there is a large and powerful Council of the Throne, it seldom opposes Aradil’s will. Despite this greater shared history and culture, there remain various subraces of elvenkind, each with its own unique physical traits and ways of life.


+2 Dexterity, -2 Constitution
Base land speed 30 feet.
Weapon Proficiency: All elves receive the Martial Weapon Proficiency feats for the longbow and shortbow (including composite bows) as bonus feats.
Favored Region: Erethor.
Natural Channelers: All elves gain the Innate Magic feat as a bonus feat, and those who gain the Magecraft feat have 2 bonus spell energy points.
Low-light vision.
+2 racial saving throw bonus against Enchantment spells and effects.
+2 racial bonus on Listen, Search, and Spot checks.
+4 racial bonus on Climb checks when climbing trees.
All elves may begin play with elven traveling clothes, erethor tea, and hearthstones (at one-quarter normal cost).
The Hive Mind
The Hive Mind

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