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# Elf

# Subspecies

# Dark Elf

# Species Bonus

+2 Dex or +2 Cha

# Adventurer Feat (Elf)

# Heritage of the Sword

If you can already use swords that deal d6 and d8 damage without attack penalties, you gain a +2 damage bonus with them. (This bonus doesn’t increase miss damage.)

Otherwise, if your class would ordinarily have an attack penalty with such swords, you can now use them without penalties.


# Species Power

Choose one of the following species powers.

# Cruel

Once per battle, deal ongoing damage to a target you hit with a natural even attack roll as a free action. The ongoing damage equals 5 times your level. (For example, at 3rd level you would deal 15 ongoing damage against a single target.) As usual, a normal save (11+) ends the damage. A critical hit doesn’t double this ongoing damage.

# Champion Feat

Once per full recovery, you can instead use cruel to deal 5 ongoing damage per level against an enemy you miss or that you roll a natural odd attack against.


# Devious Strike

Once per battle when an ally’s melee attack misses a foe you’re engaged with, you can make a basic melee attack against that foe with a one-handed sword or dagger as a free action. add +4 to your roll.

# Adventurer Feat

If your Devious Strike hits, gain a +2 bonus to all your defenses until an enemy attack misses you.


# High Elf

# Species Bonus

+2 Dex or +2 Int


# Species Power

Choose one of the following species powers.

# Highblood Teleport

Once per battle as a move action, place yourself in a nearby location you can see.

# Champion Feat

Deal damage equal to twice your level to one enemy engaged with you before or after you teleport.


# Mystic Initiative

Once per battle before you have acted in the current round, you can trade initiative with one of your nearby allies. You both gain 8 temporary hit points (5th: 16 temp hp; 8th: 35 temp hp).

# Champion Feat

Instead of trading initiative with an ally, you can trade with any enemy! You don’t gain any temporary hit points when you use Mystic Initiative on an enemy.


# Wood Elf

# Species Bonus

+2 Dex or +2 Wis


# Species Power

# Elven Grace

At the start of each of your turns, roll a die to see if you get an extra standard action. If your roll is equal to or lower than the escalation die, you get an extra standard action that turn.

At the start of battle, you roll a d6. Each time you successfully gain an extra action, the size of the die you roll increases by one step on the following progression: (d4), d6, d8, d10, d12, d20. If you get an extra action after rolling a d20, you can’t get any more extra actions that battle.

# Champion Feat

Once per full recovery, start a battle rolling a d4 for elven grace instead of a d6.