Sylvan Elves


Homebrew and House Rules


Homebrew Sub-race I'm working on. Just posting up the current PDF for peoples opinions and thoughts.

Sylvan Elves

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When writing documentation like this, please avoid serif fonts. It makes it much harder on the eyes to read.


I will bear that in mind on my next PDF i make. Thank you Cyrad, any feedback is good feedback. :)


Alright here is the non-sarif format. Sylvan Elf

Hopefully that is a little easier, please let me know what you think, any comments, or ideas. All are welcome.

Happy Gaming!

Shadow Lodge

Descriptions are wonderful, great race concept but I think the race itself is to strong. Here are a few notes to consider.

Wisdom is the best mental stat, Perception, will saves, sense motive, spell casting for up to 3 classes, monk ac, ect. It as big boost to the race. I would also point out that savage and wise don't make a lot of sense to me, I would suggest Charisma, they have to have strong personalities to be at the side of animals all the time.

A constant spell like ability is very powerful and non existent to any race (that I know of). Especially true since it is a 3rd level spell. I would consider giving them a handful of low level nature spells each once per day (as the gnome).

You basically gave the entire race a 2nd level druid ability. This again seems overly powerful. The dwarves have an alternate racial trait that allows them to 5 foot step in all stony terrain. You might use that as an example for how powerful to make this ability.

Great job. I look forward to seeing the things that you have listed but not written.


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I don't see any problem with the abality adjustments. As Seriphim said a constant 3rd level spell is pretty out there, although plant speech would be a weaker than average 3rd level spell. I would probably change that to an at will ability with an extended casting time (a minute or ten minutes to 'commune.')

Giving them fast movement, ignoring difficult terrain in a forest and moving faster while using stealth seems way over the top. I'd prune it down to just one of these abilities.


I Think it looks great. Thank you for not making them 3.5 Wood elfs with -2 on int. I dont Think wis is any stronger than int so that is good. Also a good description.
Edit: the plant speaking power is a bit on the strong side. I suggest making it a alternate trait to the move in deffifult terrain one. That Way one have to decide between two great abbilities. Pehaps make them race specefic feats so one Can get both for a feat.


Seems good to me.
Wisdom from the "savages" is logical; Natives are often tall on common sense, but short on book-learning.

as for all the wilderness abilities; you might want to pare that down just a very little bit. depends on the campaign you're running. If its standard dungeon and urban, leave it. it isnt a benefit.

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I agree with the others. This race is too strong. It simply has too many really good abilities.

1) 40 foot speed is REALLY good. I can't think of any race that has this aside from the goblin. Even the race creation guide lists it as an advanced trait. There does not exist any outstanding reason why this elf would run faster than a normal elf. I personally would reduce this to 30 feet as standard.

2) Forest Stride mimics a 2nd level druid ability, a pretty good one in my opinion.

3) Treespeech is deceptively powerful as it makes it trivial to obtain information whenever in an outdoors environment. I think a once per day speak with animals would work, too.

4) They still have many of the standard elf abilities, which gives the impression they're simply better elves.

You should really think clearly what you want the race to be all about and then focus on one or two ways to emulate that. Do you want one strong ability or many weaker ones? For example, you can nix a lot of the abilities in favor of revolving around a more limited speak with plants. You can also take Cap. Darling's suggestion and list some abilities as alternate traits.


Thank you to everyone for your suggestions and observations. I definitely have some things to work on it seems :). I based them of the wolf riders from elf quest, though i have been trying to get everything put together and coherent.

Believe it or not, before the speed boost they were on par with regular elves. So yeah the speed boost might be a bit much, though i want them to be the quick and nimble forest survivors/nature bound savants.

Elves normally are supposed to be nature bound... but i see them as more arcane (hence why elves in my homebrew are definitely going to be more arcane inclined). With the Sylvan elves i was trying to provide a more nature based elf.

I'll see if i cant bring them down a few notches.

I do love a lot of the suggestions given, and will be working on them accordingly. If anyone is curious about my homebrew im working on (which the sylvan elves are based) it's here:

Tharenika

Any more suggestions please let me know. Happy gaming and thank you again!


Sylvan Elf Racial Traits

Medium: Sylvan elves are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Sylvan elves have a base speed of 30 feet.

+2 Dexterity, +2 Wisdom, -2 Constitution: While the sylvan elves have lost the knowledge of their people, they have gained a deep understanding of the world. They still possess the strengths and weaknesses of their heritage.

Xenophobic: Sylvan elves begin play speaking Elven. Sylvan elves with a high intelligence can begin play speaking one or more additional languages from the following list: Common, Sylvan.

Elven Immunities: Sylvan elves are immune to magical sleep, and have a +2 racial bonus on saving throws made against enchantment spells and effects.

Forest Stride: Sylvan elves ignore difficult terrain created by undergrowth such as vines, roots and short bushes when they take a 5-foot step.

Nature Affinity: Sylvan elf sorcerers with the fey bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Sylvan elf spellcasters with the plant or animal domains use their domain powers and spells at +1 caster level.

Shadow Hunter: Sylvan elves gain a +2 racial bonus on Stealth checks. Sylvan elves also reduce the penalty on Stealth while moving by 5, and can make Stealth checks while running at a -20 penalty. (this includes the bonus to stealth while moving)

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

Low light vision: Sylvan elves can see twice as far as humans in conditions of dim light.

Just a quick little thing. Taking some advice and reworking the racial stats.


Alright, not sure if these should be feats or traits. (Though I'm leaning one way or the other on a few of them.

Commune with Nature: A Sylvan elf can commune with the plants around them by meditating for an extended period of time. This meditation takes thirty minutes of undisturbed concentration, and allows the Sylvan elf to use "Speak with plants" as the spell 1/day.

Spirited Runner: Harsh life in the Wilderness has caused some Sylvan elves to be particularly quick on their feet. Sylvan elves with this racial trait gain Run as a bonus feat. Sylvan elves also gain a +2 racial bonus to constitution checks to continue running.

First World lineage: Some Sylvan elves have intermingled with the First World, and there children still feel that worlds call.

Sylvan elves with this a trait gain the following spell-like abilities: 1/day Guidance, Dancing Lights, Speak with animals. The caster level for these effects is equal to the Sylvan elf's level. The DC's for these spells is equal to 10+spell's level +the Sylvan elf's Charisma modifier.

Tree top Specialist: Sylvan elves have lived within their forest homes for millennia and have learned to be very nimble on their feet. Whether in the tree's of their home, or on the ground.

Sylvan elves with this trait gain a +2 racial bonus to acrobatics checks, and a +4 racial bonus to acrobatic checks made while within forested terrain. While moving through treetops, Sylvan elves with this trait treat all acrobatic checks for jumping as if they had a running start.


Sylvan Elves Update

Added some more info, an archetype, racial traits. Let me know what you think.

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None of the abilities say when the fighter archetype gets them. There's a typo in Primal Surge. Deft manuevers feels really weak considering the fighter loses a feat out of the deal.


@Cyrad: I'm confused, the abilities state which abilities they take the place of. Is that not what your supposed to do? and i will fix the typo, thank you for finding that, though I'm not sure where it is exactly.

What would a better trade off be, if i may ask? i figured a +2 dodge bonus to AC and a +1 every 4 levels was a fairly decent ability?


Found the Typo's, can't believe i missed that.

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JadedDemiGod wrote:
@Cyrad: I'm confused, the abilities state which abilities they take the place of. Is that not what your supposed to do?

Yes, but you still need to indicate what level the character gets the replacement ability. It's standard every archetype ability begins with what level the character obtains it. This makes it easier to scan the archetype and figure out when you get what abilities. By contrast, looking over oracle mysteries and rogue talents is annoying, because they put the level requirements at the end of the ability description. It also prevents ambiguity since some archetype abilities replace more than one or make implicit/complicated trade offs. For example, the kensai obviously gains canny defense at the cost of armor proficiencies. Even in your archetype, deft maneuvers doesn't just come at the cost of bravery, but also at the cost of losing proficiency in medium and heavy armor. Overall, it's better to make the level explicit for the sake of ease and avoiding ambiguity.

JadedDemiGod wrote:
What would a better trade off be, if i may ask? i figured a +2 dodge bonus to AC and a +1 every 4 levels was a fairly decent ability?

Oh, I read wrong. It's Combat Honed (which should be capitalized) that feels weak. A +2 initiative bonus and a +5 speed bonus feels rather weak. You're essentially giving up the ability to choose any combat feat in exchange for what amounts to a weak feat (Fleet) and a initiative bonus on par with a trait. I'd understand if it were something like fast movement, but I'd personally rather have Improved Initiative than combat honed as written.

I do have mixed feelings about deft maneuvers, but it's acceptable as is.


I see what you mean and i have corrected that, thank you for the clarification.

As for Combat Honed i thought about providing a +10 bonus to movement, but i thought it might be to powerful.

Thoughts? Suggestions? i really am enjoying working on this, and i greatly appreciate the feedback i have been getting so far.

Thank you Cyrad, and everyone else who has posted in this.

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