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|This material is published under the OGL|
|Size/Type:||Medium Humanoid (Elf)|
|Hit Dice:||1d8-1 (3 hp)|
|AC:||15 (+1 Dex, +3 studded leather, +1 small shield)|
|Attacks:||Longsword +1 melee; or longbow +3 ranged|
|Damage:||Longsword 1d8; or longbow 1d8|
|Face/Reach:||5 ft. by 5 ft./5 ft.|
|Special Qualities:||Elven traits|
|Saves:||Fort +1, Ref +1, Will +0|
|Abilities:||Str 10, Dex 13, Con 8, Int 11, Wis 11, Cha 11|
|Skills:||Hide +1, Listen +3, Search +3, Spot +2|
|Feats:||Weapon Focus (longbow)|
|Climate/Terrain:||Temperate forest; Half-elf: Any land; Aquatic: Temperate aquatic; Drow: Any underground; Gray: Temperate forest and mountains; Wild: Temperate and warm forest; Wood: Temperate forest|
|Organization:||Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)|
|Challenge Rating:||1/2 or 1 (drow)|
|Alignment:||Usually chaotic good; Drow: Usually neutral evil; Wood: Usually neutral|
|Advancement:||By character class|
Elves speak Elven, and most also know Common and Sylvan.
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. Their wizards often use sleep spells during combat because these won't affect other elves.
Elven Traits (Ex): Elves benefit from a number of racial traits.
Proficient with longsword or rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
Immunity to magic sleep spells and effects.
+2 racial bonus to Will saves against enchantment spells or effects.
Low-Light Vision: Elves can see twice as far as a human in starlight, moonlight, torchlight, etc.
+2 racial bonus to Search, Spot, and Listen checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
A half-elf can choose any class as his or her favored class.
Half-Elven Traits (Ex): These are in addition to the basic elf traits, except where noted here.
Racial bonus to Search, Spot, and Listen checks decreases to +1. Half-elves cannot notice secret doors just by being near them.
The typical ability scores for an aquatic elf are Str 10, Dex 13, Con 10, Int 9, Wis 11, Cha 11.
An aquatic elf's favored class is fighter.
Aquatic Elf Traits (Ex): These are in addition to the basic elf traits, except where noted here.
Swim 40 feet.
Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution.
Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination.
Female drow favor the cleric class rather than wizard and have access to two of the following domains: Chaos, Destruction, Evil, and Trickery.
Typical ability scores for males are Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 9. Typical scores for females are Str 10, Dex 13, Con 8, Int 13, Wis 11, Cha 13.
Drow usually coat their arrows with a potent venom: Poisoned Arrows: Fortitude save (DC 17) or fall unconscious. After 1 minute, the subject must succeed at another Fortitude save (DC 17) or remain unconscious for 2d4 hours.
Drow Traits (Ex): These are in addition to the basic elf traits, except where noted here. Drow do not get the usual elven weapon proficiencies.
Spell resistance 11 + class level.
+2 racial bonus to Will saves against spells and spell-like abilities.
Spell-Like Abilities: 1/day-dancing lights, darkness, and faerie fire. These abilities are as the spells cast by a sorcerer of the drow's character level.
Darkvision up to 120 feet. This replaces elven low-light vision.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. In addition, they suffer a -1 circumstance penalty to all attack rolls, saves, and checks while operating in bright light.
Typical ability scores are Str 8, Dex 13, Con 8, Int 13, Wis 10, Cha 11.
Typical ability scores are Str 10, Dex 13, Con 10, Int 9, Wis 10, Cha 11.
Typical ability scores are Str 12, Dex 13, Con 8, Int 9, Wis 11, Cha 9.
An elf's favored class is wizard.
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