+2 Dex, -2 Cha
A Wood elf’s base land speed is 30 feet.
Wood elves have Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Weapon Proficiency: Wood Elves are automatically proficient with the longbow, composite longbow, shortbow, composite shortbow, greatbow(CW) and Composite greatbow(CW).
+2 racial bonus on Listen, Search, and Spot checks. A wood elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
Favored Class: Wizard or Wood Elf.Wood Elf HighbornClass Skills
The Class Name's class skills (and the key ability for each skill) Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).Skill Points at 1st Level:
(4 + int)x4Skill Points at Each Additional Level:
4 + intHit Dice
Weapon and Armor Proficiencies:
|1st||+1||+2||+2||+2||Bow arts of Athel Loren, Spite magic |
|2nd||+2||+3||+3||+3||Woodland Stride, Wood Elf Blade Mastery|
|3rd||+3||+3||+3||+3||Trackless Step, Heirlooms of Athel Loren|
Proficient with all simple and martial weapons, light armor, medium armor and shields (but not tower shields). Additionally all wood elf highborn share the druids vows against metal armor and the related penalties for its use. Dexterity Based:
All of the abilities gained in this class that require a save have a DC of 10 + 1/2 HD + Dex mod. Caster Level is always equal to HD unless otherwise noted. Bow arts of Athel Loren (Ex):
All wood elves train from birth to use bows with deadly precision even in close quarters combat, highborn even more so than usual. Wood elf Highborn do not provoke attacks of opportunity for making bow attacks, nor do they take any penalty for firing into combat. Wood elf Highborn are treated as having the Point Blank shot and Precise shot feats for the purposes of prerequisites. Spite Magic (Su):
Spites are small magical beings, manifestations of a forests power and will. Wood elves have such a deep connection to their homelands that they are able to call and control small numbers of spites even while far from home. At the beginning of the day a Highborn must choose one spite from the following list, they gain the bonuses listed until they pick a new spite. At 10 HD a Highborn may call and control two spites a day. Activating any ability of a Spite is a standard action unless otherwise noted.
Woodland Stride (Ex):
A Blight of Terrors: 3/day a Wood Elf controlling a Blight of Terrors may cast Fear as an SLA.
A Befuddlement of Mischiefs: At will a Wood Elf controlling a Befuddlement of Mischiefs may cast Daze as an SLA. The maximum HD affected is equal to the wood elf's HD +1
A Murder of Spites: Once per encounter a Wood Elf controlling a Murder of Spites may order them to attack. This behaves like magic missile except that it deals 1d6 damage and there is no maximum number of projectiles.
A Muster of Malevolents: Unleashing a Muster if Malevolents on a target inhibits spellcasting. Any creature within 100' of the Wood Elf may be designated as the target, the target must make a concentration check as though casting defensively with an additional penalty equal to the Wood Elf's HD. This ability lasts 5 rounds and may be used 3 times a day.
An Annoyance of Netlings: Bearers of an Annoyance of Netlings may (At will) issue a challenge to any enemy within 50'. If they do so that enemy must succeed in a will save or be forced to attack the Wood Elf to the exclusion of all other targets for 5 rounds. In addition the challenged enemy can only hit the Wood Elf on an attack roll of 15+ at best (Only apply this effect if this would be detrimental to the challenged enemy).
A Resplendence of Luminescents: Luminecents shed bright illumination out to 50' and additionally the Wood Elf and his allies ignore all forms of miss chance within that area. This effect requires no action to activate or deactivate.
A Lamentation of Despairs: A Lamentation of Despairs can drive even the toughest of mortals to utter listlessness and depression. Only Wood Elves with more than 10 HD may choose to use a Lamentation of Despairs. Once per day per 10 HD the Wood Elf may designate a target for the despairs, that target must succeed on a Will save or permanently fall unconscious and helpless. Even if the target succeeds on this save they take a -2 penalty to all attack rolls and saves for the rest of the day.
A Cluster of Radients: Allies within 50' of a Wood Elf controlling a Cluster of Radients (Including the Wood Elf himself) gain enhanced magical resistances against hostile attacks. They each gain Spell Resistance equal to 10+ the Wood Elf's HD. This spell resistance does not affect spells cast by allies.
A Pageant of Shrikes: Wood Elves controlling a Pageant of Shrikes may make one additional attack whenever they attack with a bow. This ability requires no activation and is permanently in effect.
Starting at 2nd level, a Highborn may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect them.
Wood Elf Blade Mastery (Ex):
All Wood Elves may use their Dexterity modifier instead of their Strength modifier for attack and damage rolls. Trackless Step (Ex):
Starting at 3rd level, a Wood Elf Highborn leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. Heirlooms of Athel Loren (Ex):
At 3rd level a Wood Elf Highborn gains access to the armories of Athel Loren, here they may purchase any magic weapon or armor constructed of natural materials (not metal) at a 20% discount. They also gain access to the unique items from the list below. Wood Elf Spellsinger
1 Mastery of the Forest
4 Spite Magic
Poor BAB, Good Will, 2+ Int Skill Points
Mastery of the Forest
A Spellsinger is so in tune with the magical weave of the natural world that they gain access to several new spells. This Class feature functions in an identical manner as the Cleric Domains feature with these exceptions. One of your two domains must be the Lore of Athal Loren (see below), your other domain must be selected from the following list: Air, Animal, Earth, Healing, Knowledge, Magic, Plant, Protection, Travel or Water Additional domains from sources outside the SRD may be available at your DMs concent. Clerics may not choose the Lore of Athal Loren as a domain.
Wood Elf Wardancer
Full BAB, Good Saves, Highborn PRC. Agile, lightly armored.
Wood Elf Wildrider
Full BAB, Good Saves, Highborn PRC. Mounted Combat
Wood Elf Waywatcher
Full BAB, Good Saves, Highborn PRC. Sniper
Wood Elf Ruler
Poor BAB, One good save. Spellweaver PRC, Transformation?
Lore of Athal Loren
Granted Power: Forest Mastery - Whilst within 15' of at least two trees the caster gains +2 Caster Level
1 Tree Singing - As fabricate but only on living wood, wood still lives after spell.
2 Forest's Wrath- Deals d4/level damage or d8/level to anyone within 15' of a tree
3 The Twilight Host - enemies within 5' of target ally take a will save or cower as though
4 Fury of the Forest - As Forest's Wrath but d6/level or d10/level rebuked
5 The Forest Walks - Moves a cluster of trees 10d6'in the chosen direction, any enemy that comes in contact with it takes d6 damage/level
6 The Call of the Hunt - target is immune to fear and is hasted
7 Ariel's Blessing - Target gains regeneration 1 (negated by fire) for one round
8 The Hidden Path - target ally and all allies within 5' become incorporeal
9 Silveogenesis - Forest appears around the caster, radius 1 mile/level. Instantaneous Duration