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Elf (Support)

Elves are an emblematic species among the Fey, known to be the most enthralling and beautiful among even the already captivating Fair Folk. Elves combine their sublime appearance with great skills, spanning from swordplay to magical arts, and the ability to channel the power handed down through generations of ancestors.

Physical Description

An elf’s body incarnates beauty and perfection: they have even features and harmonious proportions, every inch of their bodies adding to the overall feeling of ultimate beauty. Elves are tall, with 6 feet of height counting as short for an adult elf, but generally slender of bodies, with elven women being usually a few inches taller than males, but males being much broader and with more powerful, while still very gracious, builds. Elves generally have pale skin, dark hair and vivid eyes of bright, gem-like colors. Elves have long, pointy ears that they usually like to show off, keeping their hair short or tied back if long, and avoiding hoods or other sorts of headgear that would cover them, while they favor earrings, tattoos and other decorations for their ears. Even if an elf’s natural beauty shines through no matter what they are wearing, elves prefer to dress in rich, elaborate and stylish clothes whenever possible, something that can complement their natural elegance and beauty.

Racial Traits

  • Hit Die: an elf uses a d8 as Hit Die at every elf HD he or she gains.
  • Ability Score Modifiers: elves are strong and quick, far more than one could believe possible, and their beauty is the stuff of legends. They gain +2 Strength, +4 Dexterity, and +2 Charisma.
  • Size: elves are Medium creatures and have no bonuses or penalties coming from their size.
  • Type: elves are fey.
  • Base Speed: elves have a base land speed of 30 feet.
  • Languages: elves begin play speaking Common and Sylvan. Elves with high Intelligence scores can choose any language they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
  • Terrain: forest.
  • Save DCs: Charisma-based.
  • Starting Wealth: 4d6 × 10 gp (average 140gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Defense Racial Traits

  • Bond to the Land: elves gain a +2 dodge bonus to AC when in either urban or forest environments. This choice is made at character creation, and cannot be changed.
  • Fey Immunities: elves are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
  • Healthy: elves gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases.
  • Illusion Resistance: elves gain a +2 racial bonus on saving throws against illusion spells and effects.

Feat and Skill Racial Traits

  • Camouflage: elves gain a +4 racial bonus on Stealth checks while within forests.
  • Emissary: once per day, elves can roll twice when making a Bluff or Diplomacy check and take the better roll.
  • Nimble Attacks: elves receive Weapon Finesse as a bonus feat.
  • Urbanite: elves gain a +2 racial bonus on Diplomacy checks made to gather information and Sense Motive checks made to get a hunch about a social situation.

Magic Racial Traits

  • Elven Magic: elves gain a +2 bonus on caster level checks made to overcome spell resistance. In addition, they also receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items.
  • Seducer: elves add +1 to the saving throw DCs for their spells and spell-like abilities of the enchantment In addition, elves with a Wisdom score of 15 or higher gain the following spell-like ability (the caster level is equal to the elf’s Hit Dice):

Offense Racial Traits

  • Magehunter: elves gain a +2 racial bonus on Spellcraft checks made to identify a spell being cast and a +1 racial bonus on attack rolls against arcane spellcasters. Elves only gain this bonus against creatures that use spells, not those that use only spell-like abilities.

Senses Racial Traits

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

Class Skills

An elf’s class skills are: Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).

Skill Ranks per Level: 6+ Int Modifier

Table: Elf
Level Hit Die Base Attack Bonus Fort Save Ref Save Will Save Special Spells per Day
1th 2nd 3rd 4th 5th 6th
1st 1 +0 +0 +2 +2 [Feat], Cantrips, magic lore 1
2nd 2 +1 +0 +3 +3 Call of ancestry 1/day, wild empathy 2
3rd 3 +2 +1 +3 +3 [Feat], Magic mastery 3
4th 4 +3 +1 +4 +4 [Ability score increase], Battle training 3 1
5th 5 +3 +1 +4 +4 [Feat], Elf’s resistance, magic lore 4 2
6th AT 1         Evasion            
7th 6 +4 +2 +5 +5 Call of ancestry 2/day 4 3
8th 7 +5 +2 +5 +5 [Feat], Twin call 4 3 1
9th 8 +6/+1 +2 +6 +6 [Ability score increase], Magic lore 4 4 2
10th 9 +6/+1 +3 +6 +6 [Feat], Elf’s resistance, magic defense 5 4 3
11th 10 +7/+2 +3 +7 +7 Call of ancestry 3/day 5 4 3 1
12th AT 2         Ancestor’s blessing            
13th 11 +8/+3 +3 +7 +7 [Feat] 5 4 4 2
14th 12 +9/+4 +4 +8 +8 [Ability score increase], Magic lore 5 5 4 3
15th 13 +9/+4 +4 +8 +8 [Feat], Elf’s resistance, magic trick 5 5 4 3 1
16th 14 +10/+5 +4 +9 +9 Call of ancestry 4/day 5 5 4 4 2
17th 15 +11/+6/+1 +5 +9 +9 [Feat], Ultimate call 5 5 5 4 3
18th AT 3         Improved evasion            
19th 16 +12/+7/+2 +5 +10 +10 Elf’s resistance 5 5 5 4 3 1
20th 17 +12/+7/+2 +5 +10 +10 [Feat], Magic control 5 5 5 4 4 2

Class Features

All of the following are class features of the elf.

Weapon and Armor Proficiency

Elves are proficient with all simple weapons, plus the shortsword, longsword, rapier, shortbow, and longbow. Elves are also proficient with light armor, but not shields, and ignore the usual arcane spell failure when casting elf spells and wearing light armor. A multiclass elf still incurs in the normal arcane spell failure chance when casting spells from other classes.

Spells

Table: Elf Spells Known
Hit Die 0th 1st 2nd 3rd 4th 5th 6th
1 4 2
2 5 3
3 6 4
4 6 4 2
5 6 4 3
6 6 4 4
7 6 5 4 2
8 6 5 4 3
9 6 5 4 4
10 6 5 5 4 2
11 6 6 5 4 3
12 6 6 5 4 4
13 6 6 5 5 4 2
14 6 6 6 5 4 3
15 6 6 6 5 4 4
16 6 6 6 5 5 4 2
17 6 6 6 6 5 4 3

An elf casts arcane spells drawn from the sorcerer/wizard spell list (with limitations, see magic lore). He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, an elf must have a Charisma score equal to at least 10 + the spell level.

The difficulty class for a saving throw against an elf’s spell is 10 + the spell level + the elf’s Charisma modifier.

Like other spellcasters, an elf can only cast a certain number of spells of each spell level per day. His base daily allotment is given on Table: Elf’s Spells per Day. In addition, he receives bonus spells per day if he has a high Charisma score.

The elf’s selection of spells is extremely limited. An elf begins play knowing four 0-level spells and two 1st-level spells of his choice. At each new elf Hit Die, he gains one or more new spells, as indicated on Table: Elf’s Spells Known. Unlike spells per day, the number of spells an elf knows is not affected by his Charisma score.

Upon reaching the 5th Hit Die, and at every third elf Hit Die after that (8th, 11th, and so on), an elf can choose to learn a new spell in place of one he already knows. In effect, the elf loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged and it must be at least one level lower than the highest-level elf spell that he can cast. An elf may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

An elf need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Magic Lore (Sp)

At 1st Hit Die, and again at 5th, 8th, and 12th Hit Dice, an elf chooses one spell school different from universal. He adds the sorcerer spells from that school to his spell list, and can obtain them as known spells from that point onwards. Furthermore, the elf gains a +2 bonus to Spellcraft and Knowledge (arcana) checks regarding spells and effects of the chosen school/s. An elf can change already known spells (as described in spells) for spells of a school he just learned. An elf can always learn spells from the universal school, though he cannot select to specialize in that school through magic lore.

Cantrips (Sp)

An elf learns a number of cantrips, or 0-level spells, as noted on the table above under “Spells Known”. These spells are cast like any other spell, but they do not consume any slot and may be used again. An elf can learn cantrips from all schools of magic, not only those selected with magic lore.

Wild Empathy (Ex)

An elf can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The elf rolls 1d20 and adds his elf level and his Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the elf and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time. An elf can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. [DruidWild Empathy]

Call of Ancestry (Su)

Starting from 2nd Hit Die, an elf can call upon the spirits of his ancestors for aid. Call of ancestry can be used once per day at 2nd Hit Die and an additional time per day at 6th Hit Die and every 4 Hit Dice thereafter, to a maximum of 4 times per day at 14th Hit Die. Activating this ability is a move action, and each use lasts for a number of rounds equal to 3 + his Charisma bonus.

Upon each activation, an elf can gain any one of the following benefits:

Authority: The elf gains a +1 bonus to Will saving throws, a +1 deflection bonus to AC, and a +2 bonus to all Charisma-based skill checks. For every 3 hit dice the elf attains after 3rd, the save and AC bonuses increase by 1, and the skill bonus increases by 2, to a maximum of +5 and +10 respectively at 15th Hit Die.

Battle: The elf gains a +1 bonus to attack rolls, CMB, CMD, and Fortitude saves. These bonuses increase by 1 for every three hit dice the elf attains beyond 3rd, to a maximum of +5 at 15th Hit Die.

Magic: The elf gains a +4 bonus to his caster level (up to a maximum caster level equal to the elf’s level) and a +4 to his concentration checks, and a +1 bonus to his spells’ save DCs. The DC bonus increases by 1 for every six hit dice he gains after 3rd, to a maximum of +3 at 15th Hit Die.

Resiliency: The elf gains fast healing 1, and his damage reduction increases by 1 point for every 4 Hit Dice he has attained (maximum +4 at 16th Hit Die). The elf can decide to assign the bonus to his fast healing rate rather than his damage reduction. The elf must be at least 5th Hit Die before choosing this benefit.

Swiftness: The elf gains a +1 dodge bonus to AC, a +1 bonus to Reflex saves, and a +2 bonus to Dexterity-based skill checks. For every three hit dice he attains after 3rd, the AC and save bonus increase by 1, and the skill bonus increases by 2, to a maximum of +5 and +10 respectively at 15th Hit Die. If the elf has at least 3 ranks in the Acrobatics skill, he also gains a +4 dodge bonus against attacks of opportunity for the duration of this call of ancestry.

Magic Mastery (Ex)

An elf of at least 3rd Hit Die gains a +2 bonus to saving throws against spells of his chosen school/s, as well as increasing by 1 the save DCs for spells from those schools.

Battle Training (Ex)

Starting from 4th Hit Die, an elf uses his level instead of his base attack to determine his CMB and CMD.

Elf’s Resistance (Ex)

At his 5th Hit Die, the elf gains DR 1/cold iron. This DR increases by one at his 9th and 13th Hit Die. It is further increased to 5/cold iron at his 16th Hit Die.

Evasion (Ex)

When he obtains his first Advancement Tier, an elf can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the elf is wearing light armor or no armor. A helpless elf does not gain the benefit of evasion. [RangerEvasion]

Twin Call (Su)

At 7th Hit Die the elf can activate two benefits at the same time using up one daily use of its call of ancestry ability. However, if both benefits grant AC bonuses, they don’t stack, even if the types of bonuses normally would; both are active, and the highest one is applied whenever possible.

Magic Defense (Su)

An elf of at least 9th Hit Die gains a +2 bonus to his caster level for the purpose of determining the difficulty of dispelling his spells.

Furthermore, whenever he is entitled to a saving throw against a spell of one of his chosen schools he has successfully identified, he can expend his immediate action and two spell slots of any level (but both of the same level) to gain an insight bonus on his saving throw equal to the level of the expended slots.

Ancestor’s Blessing (Su)

After having attained his second Advancement Tier, an elf can, whenever he uses call of ancestry, share one of the benefits with all allied creatures within 10 feet. If he so chooses, call of ancestry is activated as a standard action, and its duration is halved (rounded up). The allies that are within 10 feet of the elf when he activates ancestor’s blessing keep the bonus even if they later move farther than 10 feet from the elf, but allies who approach the elf after the activation of ancestor’s blessing gain no bonuses.

Magic Trick (Su)

Starting from 13th Hit Die, an elf who successfully saves against a spell from one of his chosen schools automatically gains a number of temporary hit points equal to twice the spell level (apply this bonus before the spell’s effect). If the spell targeted only the elf, and its effects were negated by the successful saving throw, the elf actually absorbs the spell, gaining a +2 bonus to his caster level and the save DC for the next spell of the same school he casts by the end of his next turn.

Ultimate Call (Su)

At 15th Hit Die, the elf can activate up to three benefits with one daily use of his call of ancestry ability. The same limitations described for twin call apply to this ability.

Improved Evasion (Ex)

When the elf obtains his third Advancement Tier, his evasion improves. This ability works like evasion, except that while the elf still takes no damage on a successful Reflex saving throw against attacks, he henceforth takes only half damage on a failed save. A helpless elf does not gain the benefit of improved evasion. [RangerImproved Evasion]

Magic Control (Su)

By expending one daily use of call of ancestry as an immediate action, an elf of 17th Hit Die can attempt a counterspell (or cast a dispel magic spell as counterspell, if he knows it) without having to prepare the action. Whenever the spell is countered in this way, or absorbed through the magic trick ability, it can be instead redirected at the caster as per spell turning, but can also reflect area and effect spell, which become centered on the original caster, and touch spells.

Section 15: Copyright Notice

Of Stranger Bonds, © 2019, Alessandro Passera