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Race:Elf

From DDO Compendium

  • +2 Dexterity, -2 Constitution: Elves are graceful but frail, and are better at stealth and archery.
  • Immune to magic sleep effects and +2 bonus to saves against Enchantment spells: Elves do not sleep, but rest while meditating in a deep trance.
  • +2 bonus on Listen, Search and Spot checks: An elf’s senses are extremely sensitive.
  • Bonus Martial Weapon Proficiency Feats: Elves are proficient with the longsword, rapier, longbow, and shortbow.

Elves are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their woodland homes, however, elves reveal a more martial side, demonstrating their skill with sword, bow, and battle strategy.

Elves mingle freely in human lands, always welcome yet never at home there. Life among humans moves at a pace that elves dislike: regimented from day to day but changing from decade to decade. Elves among humans, therefore, find careers that allow them to wander freely and set their own pace. Elves also enjoy demonstrating their prowess with the sword and bow, and they enjoy gaining greater magical powers. Adventuring allows them to improve their skill in both.

The elves of Eberron were born on the mysterious southern continent of Xen'drik, where they were slaves of the giant kingdoms. Tens of thousands of years ago, elf slaves rebelled against their masters and eventually left Xen'drik entirely. They settled in the fertile tropical rain forest of Aerenal, a large island-continent to the southeast of Khorvaire. After the Last War came to an end, elvish explorers joined in the rediscovery of Xen'drik. Elves are affiliated with the House Phiarlan in Stormreach.
Elven Keen SensesElves have keen senses and gain a +2 bonus to Listen, Search, and Spot checks.
Enchantment Save BonusElves are naturally resistant to enchantments, receiving a +2 bonus to saves against enchantments.
Immunity to SleepElves are naturally immune to magical sleep effects.
Martial Weapon ProficiencyYou do not suffer an attack penalty for martial weapons.

Type(s): Proficiency: Longbow, Proficiency: Longsword, Proficiency: Rapier, Proficiency: Shortbow

1 Aerenal Elf Melee Damage I
You gain an additional +1 bonus to damage rolls when using a longsword or rapier.
Cost: 2 action points
Grants: Elven Rapier Damage I, Elven Longsword Damage I
1 Elven Arcanum I
Grants elven wizards a 15 point increase to spell points. This enhancement requires at least one level of wizard.
Cost: 1 action point
Classes: Wizard Level 1
1 Elven Enchantment Resistance I
Grants a +1 bonus to saves against enchantments.
Cost: 1 action point
1 Elven Keen Eyes I
Grants a +1 bonus to your Spot skill.
Cost: 1 action point
1 Elven Keen Hearing I
Grants a +1 bonus to your Listen skill.
Cost: 1 action point
1 Elven Perception I
Grants a +1 bonus to your Search skill.
Cost: 1 action point
1 Elven Ranged Damage I
You gain an additional +1 bonus to damage rolls when using a longbow or shortbow.
Cost: 2 action points
Grants: Elven Shortbow Damage I, Elven Longbow Damage I
1 Iron Companion
You have a loyal iron defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
1 Phiarlan Stealth I
Grants a +1 bonus to your Hide skill.
Cost: 1 action point
1 Valenar Elf Melee Damage I
Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to damage rolls when using a scimitar or falchion.
Cost: 2 action points
Grants: Elven Falchion Damage I, Elven Scimitar Damage I
2 Elven Arcane Fluidity I
Your arcane spell failure chance while wearing light armor is decreased by 5%
Cost: 2 action points
Spent: 2 action points
2 Extra Dragonmark Use I
You gain 1 additional use of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 1 action point
Spent: 3 action points
3 Elven Dexterity I
Grants a +1 increase to your Dexterity score.
Cost: 2 action points
Spent: 6 action points
3 Racial Toughness I
Grants you 10 additional hit points if you have the Toughness feat.
Cost: 1 action point
Spent: 7 action points
Requires All of: Toughness
4 Aerenal Elf Melee Attack I
You gain an additional +1 bonus to attack rolls when using a longsword or rapier.
Cost: 2 action points
Spent: 10 action points
Grants: Elven Rapier Attack I, Elven Longsword Attack I
4 Elven Keen Eyes II
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Elven Keen Eyes I
4 Elven Keen Hearing II
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Elven Keen Hearing I
4 Elven Perception II
Grants an additional +1 bonus to your Search skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires All of: Elven Perception I
4 Elven Ranged Attack I
You gain an additional +1 bonus to attack rolls when using a longbow or shortbow.
Cost: 2 action points
Spent: 10 action points
Grants: Elven Shortbow Attack I, Elven Longbow Attack I
4 Phiarlan Stealth II
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 2.
Cost: 2 action points
Spent: 10 action points
Requires One of: Phiarlan Stealth I
4 Steel Companion
You have a loyal steel defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 10 action points
Requires All of: Iron Companion
4 Valenar Elf Melee Attack I
Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to attack rolls when using a scimitar or falchion.
Cost: 2 action points
Spent: 10 action points
Grants: Elven Falchion Attack I, Elven Scimitar Attack I
5 Elven Arcanum II
Grants elven wizards an additional 15 spell points, bringing the total increase to 30. This enhancement requires at least two levels of wizard.
Cost: 2 action points
Spent: 14 action points
Requires All of: Elven Arcanum I
Classes: Wizard Level 2
5 Elven Enchantment Resistance II
Grants an additional +1 bonus to saves against enchantments, bringing the total increase to 2.
Cost: 2 action points
Spent: 14 action points
6 Elven Arcane Fluidity II
Your arcane spell failure chance while wearing light armor decreased by 5% This bonus now applies to medium armor as well
Cost: 4 action points
Spent: 16 action points
Requires All of: Elven Arcane Fluidity I
6 Extra Dragonmark Use II
You gain 2 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 2 action points
Spent: 18 action points
Requires All of: Extra Dragonmark Use I
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6 Racial Toughness II
Grants you 10 additional hit points if you have the Toughness feat, bringing the total increase to 20 hit points.
Cost: 2 action points
Spent: 18 action points
Requires All of: Toughness, Racial Toughness I
7 Aerenal Elf Melee Damage II
You gain an additional +1 bonus to damage rolls when using a longsword or rapier, bringing the total increase to 2.
Cost: 4 action points
Spent: 20 action points
Grants: Elven Rapier Damage II, Elven Longsword Damage II
7 Elven Ranged Damage II
You gain an additional +1 bonus to damage rolls when using a longbow or shortbow, bringing the total increase to 2.
Cost: 4 action points
Spent: 20 action points
Requires All of: Elven Ranged Damage I
Grants: Elven Shortbow Damage II, Elven Longbow Damage II
7 Valenar Elf Melee Damage II
Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to damage rolls when using a scimitar or falchion, bringing the total bonus to +2.
Cost: 4 action points
Spent: 20 action points
Grants: Elven Falchion Damage II, Elven Scimitar Damage II
8 Arcane Archer: Imbue Force Arrows
Imbues all missiles that you fire with arcane force, granting them the Force ability (+1d6 Force damage) and negating the incorporeal miss chance of ethereal creatures. This ability costs 10 spell points to activate, and triggers a lengthy cooldown of the Magic Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 26 action points
Requires All of: Elven Arcane Archer I
8 Elven Arcane Archer I
Grants the abilities to conjure returning magical arrows and fire True Strike arrows. Also grants +20 spell points. You may possess only one prestige enhancement line at a time for each class. Despite being a racial enhancement, this enhancement counts as your choice of Ranger Specialties. Additional requirement: +6 Base Attack Bonus.
Cost: 4 action points
Spent: 24 action points
Grants: Arcane Archer: Conjure +1 Arrows, Arcane Archer: True Strike
8 Elven Dexterity II
Grants an additional +1 to your Dexterity score.
Cost: 4 action points
Spent: 24 action points
Requires All of: Elven Dexterity I
8 Elven Keen Eyes III
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Elven Keen Eyes II
8 Elven Keen Hearing III
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Elven Keen Hearing II
8 Elven Perception III
Grants an additional +1 bonus to your Search skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires All of: Elven Perception II
8 Mithral Companion
You have a loyal mithral defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 26 action points
Requires All of: Steel Companion
8 Phiarlan Stealth III
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 3.
Cost: 3 action points
Spent: 25 action points
Requires One of: Phiarlan Stealth II
9 Elven Arcanum III
Grants elven wizards an additional 15 spell points, bringing the total increase to 45. This enhancement requires at least four levels of wizard.
Cost: 3 action points
Spent: 29 action points
Requires All of: Elven Arcanum II
Classes: Wizard Level 4
9 Elven Enchantment Resistance III
Grants an additional +1 bonus to saves against enchantments, bringing the total increase to 3.
Cost: 3 action points
Spent: 29 action points
10 Aerenal Elf Melee Attack II
You gain an additional +1 bonus to attack rolls when using a longsword or rapier, bringing the total increase to 2.
Cost: 4 action points
Spent: 32 action points
Grants: Elven Rapier Attack II, Elven Longsword Attack II
10 Elven Arcane Fluidity III
Your arcane spell failure chance while wearing light or medium armor is decreased by an additional 5% for a total of 10%
Cost: 6 action points
Spent: 30 action points
Requires All of: Elven Arcane Fluidity II
10 Elven Ranged Attack II
You gain an additional +1 bonus to attack rolls when using a longbow or shortbow, bringing the total increase to 2.
Cost: 4 action points
Spent: 32 action points
Requires All of: Elven Ranged Attack I
Grants: Elven Longbow Attack II, Elven Shortbow Attack II
10 Extra Dragonmark Use III
You gain 3 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 3 action points
Spent: 33 action points
Requires All of: Extra Dragonmark Use II
10 Valenar Elf Melee Attack II
Hailing from Valenar, you prefer curved blades to the straight weapons of the Aerenal elves. You gain an additional +1 bonus to attack rolls when using a scimitar or falchion, bringing the total bonus to +2.
Cost: 4 action points
Spent: 32 action points
Grants: Elven Scimitar Attack II, Elven Falchion Attack II
11 Arcane Archer: Conjure +2 Arrows
Activate this ability to conjure a stack of +2 Returning Arrows.
Cost: 1 action point
Spent: 38 action points
11 Arcane Archer: Imbue Acid Arrows
Imbues all missiles that you fire with acid, granting them the Corrosive ability (+1d6 Acid damage) and dealing acid damage over time if your arrow damages your target. This ability costs 20 spell points to activate, and triggers a lengthy cooldown of the Melf's Acid Arrow spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 38 action points
12 Adamantine Companion
You have a loyal adamantine defender as a pet, and can summon it once per rest to aid you for five minutes.
Cost: 2 action points
Spent: 42 action points
Requires All of: Mithral Companion
12 Elven Keen Eyes IV
Grants an additional +1 bonus to your Spot skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Elven Keen Eyes III
12 Elven Keen Hearing IV
Grants an additional +1 bonus to your Listen skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Elven Keen Hearing III
12 Elven Perception IV
Grants an additional +1 bonus to your Search skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires All of: Elven Perception III
12 Phiarlan Stealth IV
Grants an additional +1 bonus to your Hide skill, bringing the total increase to 4.
Cost: 4 action points
Spent: 40 action points
Requires One of: Phiarlan Stealth III
13 Elven Arcanum IV
Grants elven wizards an additional 15 spell points, bringing the total increase to 60. This enhancement requires at least four levels of wizard.
Cost: 4 action points
Spent: 44 action points
Requires All of: Elven Arcanum III
Classes: Wizard Level 4
14 Arcane Archer: Conjure +3 Arrows
Activate this ability to conjure a stack of +3 Returning Arrows.
Cost: 1 action point
Spent: 50 action points
14 Arcane Archer: Imbue Explosive Arrows
Imbues all missiles that you fire with flame, granting them the Flaming Burst ability (+1d6 Fire damage, plus additional damage on critical hits). This ability costs 30 spell points to activate, and triggers a lengthy cooldown of the Fireball spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 50 action points
14 Extra Dragonmark Use IV
You gain 4 additional uses of your Least, Lesser, and Greater Dragonmarks per rest.
Cost: 4 action points
Spent: 48 action points
Requires All of: Extra Dragonmark Use III
17 Arcane Archer: Conjure +4 Arrows
Activate this ability to conjure a stack of +4 Returning Arrows.
Cost: 1 action point
Spent: 62 action points
17 Arcane Archer: Imbue Force Burst Arrows
Imbues all missiles that you fire with arcane force, granting them the Force Burst ability (+1d6 Force damage and additional damage on critical hits) and negating the incorporeal miss chance of ethereal creatures. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Force Missile spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 62 action points
17 Arcane Archer: Imbue Terror Arrows
Imbues all missiles that you fire with negative energy, granting them the Fearsome ability. This ability costs 40 spell points to activate, and triggers a lengthy cooldown of the Fear spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 62 action points
20 Arcane Archer: Conjure +5 Arrows
Activate this ability to conjure a stack of +5 Returning Arrows.
Cost: 1 action point
Spent: 74 action points
20 Arcane Archer: Imbue Slaying Arrows
Imbues all missiles that you fire with incredible power, granting them the Slaying ability, which will deal massive damage to a living target on what would be a vorpal attack (natural 20 followed by critical confirmation). This ability costs 50 spell points to activate, and triggers a lengthy cooldown of the Finger of Death spell. Only one Arcane Archer Imbue ability may be active at any time.
Cost: 1 action point
Spent: 74 action points