Wild elf

Wild elves

  • +2 Strength, –2 Intelligence:
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Wild elf base land speed is 40 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 receive the Martial Weapon Proficiency feats for the longsword, spear, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
  • +2 racial bonus on Perception and Search checks. An 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. An elf’s senses are so keen that she practically has a sixth sense about hidden portals.

Wild elves, or grugach, shun outsiders even more fervently than other elves, and are xenophobic even with regard to other elven races. These elves seem much more feral and primitive then other types of elves. They have the standard elven characteristics of resistance to sleep and charm, bonuses proficiencies with bows and swords, low light vision etc. Most of them speak the elvish language exclusively Wild elves are very strong, receiving a +2 bonus to the dice roll for strength but their isolation gives the a -2 penalty to the dice roll for intelligence. Wild elves are similar in appearance to wood elves, but are smaller, thinner, and very fair, with hair colour ranging from copper red to blonde and eyes of light brown, light green or hazel. Their height is typically between 4 to 5 feet (1m20 a 1m50).

Rangers and Druids with a survival check can build deadly deadfalls traps where a heavy log falls on the target and can do up to 2d6 + 1d6 per every 5 of the survival check of damage if in a forest setting. Those with Craft traps can use it instead and gain a +2 synergy bonus for 5 ranks of survival. The time to build the trap is 1 hour per 1d6 of damage if using survival skill, half that amount if using the craft trap skill. (The DC to detect the trap is the survival or craft trap check of the builder). Other traps they can build are pits which are normally 10 feet deep and spiked, so damage is 1d6, plus 1-6 per spike, or snares are usually set to encircle and jerk creatures off their feet and suspend them 5 feet or more above the ground.

In the Phostwood campaign there are 4 tribes:

The tribes usually keep to themselves not interacting much unless there is an emergency, though twice a year during the solstices, all the druids from all the tribe join together at the Great Phostwood tree for their most important rituals. During the middle of each season a whole tribe will gather at the Great Phostwood to perform rituals (Air -during Spring, Fire in the Summer, Earth during the Autumn and Water in the Winter)

These elves don’t dwell allot about their past, and have few stories about heroes and greats deeds, with one exception the story of Voronathar Uvatharerum, A barbarian elven chief that long long time ago united the 4 tribes under him to defeat a great evil that was corrupting and draining the very life of the forest. He made a pact with 10 totem spirits to grant him the power he need to defeat this great evil, in exchange he would have to sacrifice his own life to the totem spirits, which he did. Many legends say that he will one day return. Totem Berserkers claim to be descendants from Voronathar Uvatharerum

The elves believe there’s a magic puddle of water in Phostwood that will grant a wish to whom ever drinks of it, the puddle then disappear and only reappears, when it rains after the last person who drank / got a wish dies. Some more sceptical think this might have been some rumour started the gnomes to see how many elves they could get drinking muddy water after each funeral.

Wild elf

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