Pathfinder Race: Night Elves


Night Elves



Night elves (or kaldorei, for “Children of the Stars” in Darnassian), are a powerful and mystical race whose origins extend back to ancient times. These then-immortal beings were among the first to study magic and let it loose throughout the world nearly ten thousand years before the First War. The founders of a magical and advanced civilization which at its peak spanned the breadth of ancient Kalimdor, the night elves came into a horrific conflict with the Burning Legion but achieved a Pyrrhic victory that ended in the Great Sundering, turning Kalimdor’s landmass into the continents of the present age.
The devastation wrought by the chain of events birthed in conceit caused a wholesale shift in direction. The night elves abandoned the use of arcane magic, fearing its use would draw the Burning Legion back to their world. The main survivors of the Sundering crafted a radically different society centered around druidism, the harmony with the natural world and its denizens.
The far-reaching and ancient legacy of the night elves shaped them into a race of very self-sufficient and self-conscious individuals, who often display strong streaks of isolationism. The night elves ended a long period of seclusion referred to as the Long Vigil in the aftermath of the Third War, standing with refugees from the Eastern Kingdoms during the Battle of Mount Hyjal. They then began to associate themselves with the Alliance in response to the Horde’s presence in Ashenvale.




+2 Dexterity, +2 charisma, –2 Constitution: Night Elves are nimble, both in body and mind, but their form is frail.

Medium: Elves are Medium creatures and receive no bonuses or penalties due to their size.

Normal Speed: Elves have a base speed of 30 feet.

Darkvision: Night elves gain darkvision out to 60 ft.

Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses: Elves receive a +2 racial bonus on Perception checks.

Shadowmelding: Night elves gain the ability to use vanish as a spell-like ability once per day. In addition, they gain a +2 bonus on stealth checks.

Light Sensitivity: Members of this race are dazzled as long as they remain in an area of bright light.

Nightborne: Whenever it is night or they are in darkness (natural or supernatural). Night elves gain +1 to all attack rolls, caster level checks, saves, and concentration checks. Shadows do not have this effect, nor does being underground.

Languages: Elves begin play speaking Common, elven, and darnassian. Elves with high Intelligence scores can choose from the following: Celestial, Dwarven, goblin, Draconic, Gnoll, Gnome, Goblin, Orc, and Zandali.



Alternate racial traits:

Elune’s chosen: Elune bestows special protection against some, granting them resist negative energy 5, and a +2 bonus to saving throws to resist negative energy, ability drain, negative levels, and death effects. This replaces elven magic.

Sentinel: Night elves add +1 to the caster level of any abjuration spell they cast. They also gain nondetection as a constant spell-like ability, and can use faerie fire, obscure object, and sanctuary once per day. This replaces elven magic.

Spell resistance: Night elves gain spell resistance equal to 6 + their character level. This replaces elven immunities.

Daydweller: The night elf loses their darkvision and light sensitivity, but gain low-light vision.




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