Xeres / Races / Sylvan Elf

Sylvan Elf

Player Race
Sylvan Elf

Description: Sylvan elves, by their very nature, seem more prone to violence than their cousins. Their muscles are larger, their complexions more florid. They tend to have lightly tanned skin and genetically favor brown or green eyes, with hazel or blue being exceedingly rare. They have blond, coppery-red or white hair typically, which is a stark contrast to their tanned skin. Wood elves tend to be more muscular and physical than their intellectual cousins. Otherwise, they share the characteristics commonly applicable to elves, pointed ears, average height of 6 feet and ethereal beauty!

Society: Although Sylvan elves (also called "Wood Elves") are descended from the same stock as the other elves, they tend to be more primitive than their kin. Their lives are geared toward the simple matter of survival in the woodlands, rather than enjoyment. As it is, that kind of lifestyle seems to bring Sylvan elves their greatest pleasure. They prefer a simpler life than most. Thier music is that of wind through leaves, the howl of wolves and the cries of birds. Their art, usually in the form of tattoos, is inspired by the ever-changing cycle of seasons.

Sylvan's prefer much less gaudy clothing than most would expect from an elf. The focus on their clothing is to allow the wearer to blend with the woods more easily. A typical outfit is dark brown and green, or tan and russet in fall. Winter finds Sylvans wearing white leather so they can hide more effectively in the snow. This is, of course, applicable to Sylvan elves who prefer lighter armor. When they decide to wear heavier armor, they care less for the camouflage element and instead focus on joint mobility.

Relations: Sylvan elves are often described as wild and tempermental. This is true to the extent that these eleves are a very deeply emotional people. They live with their hearts, not their minds as do most of their brethren. Whatever they feel, they know it is the right answer. Logic plays little part in their lives, for logic cannot save one form the charging boar or the falling tree. Intuition and strength are all that counts in the wild.

They are also an independent folk and do not lightly brook intruders into their territory. Anyone, even another elf, who draws near their home area (usually within 3 miles) will have a constant, unseen escort of at least two wood elves until the intruder leaves the area. Unless their home is directly threatened, however, they will leave the intruder alone. Although they are of elven descent, they tend toward total neutrality in most things. This not out of evil, but out of a desire to be left alone. They do not care about the proceedings of the world outside their home, only taking interest in outside activities if they believe it has a chance to affect them directly. Even then, their goal is on removing the direct threat, ignoring the bigger picture.

Male Names: Galinas, Servintus, Argen

Female Names: Aelindra, Venetra, Ornadali


Standard Racial Traits

  • Ability Score Modifiers: +2 STR, +2 DEX, -2 CHA
  • Type: Humanoid (Elf)
  • Size: Medium
  • Base Speed: 30ft
  • Starting Languages: Elven and Common

Other Traits

All Sylvan Elf characters also can choose 3 of the following abilities. If multiple abilities affect an attribute or skill, only the highest bonus is applicable.

  • Climber: Gain a +2 racial bonus on climb. Once a day you can reroll a failed climb roll, but you must keep the second result.
  • Elven Immunities: Become immune to magic sleep effects and gain a +2 racial bonus against charm effects.
  • Elven Magic: Gain a +2 racial bonus on caster checks for spell penetration, and a +2 racial bonus to Spellcraft checks.
  • Hunter's Intution: Gain a +2 bonus on Survival checks and always know the direction of true north, even underground or in magically obscured environments.
  • Keen Senses: Gain a +2 racial bonus on Perception checks.
  • Low-Light Vision: Gain the ability to see twice as far as normal in dim light.
  • Quick: Gain a +2 dodge bonus to AC if wearing light armor or less.
  • Tough: Gain 1 additional hitpoint on level up.
  • Weapon Familiarity: Gain a +1 bonus to attack and damage with any bow, except crossbows.
  • Wild Hearted: Once per day, reroll a failed Will save against fear or confusion. You must take the second result.