Elves, Fleshforge Legacy (3.5e Race)

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Elves are a race of warriors and hunters. Abandoned by the shapers in exchange for the bestial shifters, they have gone feral, seeking to destroy all things created by the corruptive magic of the shapers. Elves are well known for their skill with bow, axe and kukri, and are known to favor ambushes and guerilla tactics.


Few people apart from other elves generally get to know elves on a personal level, as elves are generally more interested in eliminating another abominable creation of the shapers than listening to them. Those that do get to know them tend find them a bit harsh and abrasive. An elf’s life is a constant crusade, and such dedication requires a practical, no-nonsense approach. Their long lifespan grants them a wealth of experience, making them somewhat aloof and oftentimes they seem emotionless.

Physical Description:[edit]

Elves are short and slim, standing about 4-1/2 to 5-1/2 feet tall and typically weighing 95 to 135 pounds, with elf men the same height as and only marginally heavier than elf women, with lithe, graceful bodies. They tend to be pale-skinned and dark-haired, with deep green eyes. Elves have no facial or body hair. They generally shun the trappings of civilization, dressing themselves extremely lightly in animal skins and covering their bodies in tribal tattoos that can be read to account for their deeds. The more tattoos an elf possesses, the greater his deeds. Elves possess unearthly grace and fine features. Many humans and members of other races find them to be a dangerous sort of beautiful, like a jungle cat or a forest fire, but their harsh personalities quickly distance these. An elf reaches adulthood at about 110 years of age and can live to be more than 700 years old. Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf dreams, though these dreams are actually mental exercises that have become reflexive through years of practice. The Common word for an elf’s meditation is “trance,” as in “four hours of trance.”


Elves will trade only with humans, preferring to kill the other races on sight. Humans, being relatively untouched by the shaper magic, are the only ones not corrupted. Often, the elves will trade the hides of exotic beasts, fruits, and herbs in exchange for weapons. Humans are tolerable to trade with, but the elves rarely mingle for any length of time. Occasionally, elves can tolerate races other than humans for limited periods if they are working together to slay some even worse abomination. Elves hate shifters with a passion, and have waged a guerilla war against shifter settlements since they were first abandoned. Since the shapers left, this battle has only intensified, as the shifters no longer have the support of their former masters to rely upon.


Elves are generally Lawful, but show no real preference for good or evil. Their society creates as many guardians of natural order as it does genocidal warriors.


Elves create only semi-permanent settlements in the eastern forests, often moving them to avoid being tracked down. These settlements blend into the forest so well, it’s often difficult to realize you’ve found one until you step into the village square. Their hunters and druids are able to provide enough food that they don’t need to set up stationary farms. Elves found outside of the forests are almost always hunting something or part of a raiding party


Elves speak and write elven. The spoken language is flowing and beautiful, with many subtle intonations that can often carry a great deal of information on a single word. Elven shorthand is an easy-to-read alphabet, used to send short messages. More permanent, formal texts use longhand, which is a pictographic script that carries all the subtleties of the spoken tongue. Most texts in elven longhand are from before the shapers created the shifters.


Elven names usually consist of a first name and a family name. When a child comes of age, he is usually given a task to complete. When the task is complete, the elf earns a name that usually has some significance in regards to this task.


Elven adventurers are usually hunters sent out from the forest to on a quest to slay some creation of the shapers or destroy a shaper artifact of some sort. Elves most commonly become rangers, scouts, or druids.


  • +2 Strength, +2 Dexterity, -2 Intelligence, -2 Charisma. Elves are wiry and quick, but they lack education and their personalities are harsh and abrasive.
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elven base land speed is 30 feet
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Low-light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Proficiency: Elves are considered proficient with the Battle Axe, Hand Axe, Throwing Axe, Kukri, Longbow (including composite longbow), and Shortbow (including composite shortbow) as bonus feats. Elves are trained in archery from a young age and are well-versed in the use of axes and kukri.
  • +2 racial bonus on Balance, Climb, Jump, and Tumble checks. Elves spend a great deal of time among the trees, and as such learn how to maneuver through the canopy easily.
  • +1 racial bonus to attack rolls against shifters. Elves have a long-standing racial grudge against the shifters, and as such learn how to fight them.
  • +2 racial bonus to survival checks. Elves are extremely self-sufficient and well adapted to living off the land.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Dwarven, Gnoll, Gnome, Goblin, and Orc. Elves commonly know the languages of their enemies, and their enemies are many.
  • Favored Class: Ranger. A multiclass elf’s ranger class does not count when determining whether she takes an experience point penalty for multicasting.

Vital Statistics[edit]

Table: Aasimar Random Starting Ages
Adulthood Simple Moderate Complex
20 years +1d6 +2d6 +3d6
Table: Aasimar Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
62 years 93 years 125 years +3d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.


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