© Square Enix, Final Fantasy XIV
Table: Starting Adulthood Ranges
| Adulthood | Intuitive | Self-Taught | Trained |
| 19 Years | +1d3 years (20 - 22 Years) | +1d4 years (20 - 23 Years) | +2d4 years (21 - 26 Years) |
The maximum age of an Elezen(in Final Fantasy terms) is 120 years before dying of natural causes.
Table: Random Height and Weight
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
| Male | 5 ft. 7 in. | +2d8 in. (5 ft. 9 in. - 6 ft. 11 in.) | 105 lbs. | +2d8x5 lbs (115 - 185) |
| Female | 5 ft. 3 in. | +2d8 in. (5 ft. 5 in. - 6 ft. 7 in.) | 95 lbs. | +2d8x5 lbs (105 - 175) |
The Elezen are a characteristically tall people, long of limb and slender of build. They are also possessed of a somewhat extended lifespan in comparison to the Hyur. The Elezen once claimed sole dominion over Eorzea, their presence predating that of the other races, and, as such, developed a heightened sense of honor and pride. In years past, the Hyur migration into Elezen lands sparked bitter conflict. At present, however, the mutual understanding reached between the two races allows them to work towards mutual peace and prosperity.
The forests, of which the Black Shroud is the tangled heart, have been home to the Wildwood Elezen for hundreds of years. Many of the Wildwood, however, have been drawn to the city-states they helped found, such as Ishgard and Gridania. Their fondness for law and order has contributed to a reputation for being haughty and argumentative.
For the past several centuries, the Duskwight Elezen have lived in the woodland caverns of Eorzea. These cave-dwelling Elezen are the descendants of a branch that split from the main Wildwood clan during the founding of Gridania. The Duskwight despise the "shackles" of urban life, and it is not uncommon for this reclusive people to avoid the city-states altogether.
(Source)
Standard Racial Traits
Ability Score Racial Traits: Elezen are known for their slender bodies, agility and affinity with nature. They gain +2 Dexterity, +2 Wisdom, and –2 Constitution.
Size: Elezen are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Elezen are humanoids with the elezen subtype.
Base Speed: Elezen have a base speed of 30 feet.
Languages: Elezen begin play speaking Common and Elvezen. Elezen with high Intelligence scores can choose from the following: Draconic, Lalafell, Moogle, and Vieran. See the Linguistics skill page for more information about these languages.
Feat and Skill Racial Traits
Keen Senses: Elezen boast superior sight and hearing to other races, giving them a +2 racial bonus to Perception checks.
Adaptable Living: Elezen are incredibly versatile, and throughout history they are found all over the world. Elezen can select a type of terrain (from Ranger’s Favoured Terrain list). While in their chosen terrain, Elezen can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally. If an Elezen spends at least a week within a new terrain, they can meditate for an hour within the terrain to change their chosen adapted terrain to their current terrain.
Magical Racial Traits
Natural Affinity: Elezen’s nomadic background and connections to nature make their natural magic stronger. Old legends even cite ancient Elezen turning trespassers into plants. Elezen can spend 1 additional MP when casting Transmutation spells.
Friend of Nature (Sp): Once per day, an Elezen can use Friend of Nature to speak and communicate with animals. This does not make the animals any friendlier to the Elezen, nor more intelligent. This lasts for one minute per HD.
Offensive Racial Traits
Prodigious Archer: Elezen gain Weapon Proficiency (Bow) and Weapon Focus (Bow) as bonus feats.
Senses Racial Traits
Low-Light Vision: Elezen can see twice as far as normal in conditions of low-light.
Alternate Subraces
Duskwight Elezen
Split off from the more common Wildwood Elezen, the Duskwight have grown to adapt to the caves they have secluded themselves in.
Darkvision: Duskwight Elezen gain Darkvision out to 60 feet, in addition to low light vision.
Hand-to-Hand Training: Duskwight Elezen gain Unarmed Combatant as a bonus feat and deal additional damage with their unarmed strikes as though they were a 1st level monk. If a Duskwight Elezen has levels in a class that grants an unarmed damage progression, they instead gain a +1 bonus on attack rolls with unarmed strikes which does not stack with weapon focus. This replaces Prodigious Archer.
Acute Hearing: Duskwight elezen receive a +4 racial bonus on perception checks, but only to perceive sounds. If a Duskwight Elezen successfully detects a sound within 10ft of them, they pinpoint the exact square the source is located in (Similar to the Blindsense ability). This ability replaces Natural Affinity and Friend of Nature.
Cave-bound: A Duskwight Elezen must select Underground as their starting terrain for Adaptable Living. They may still change their terrain as normal later in life. This alters Adaptable Living.
Elvaan
From the Kingdom of San d’Oria, the militaristic Elvaan are known for their swordsmanship and rigid training.
Ability Score Racial Traits: Elvaan are proud warrior people, training their bodies and mind. They gain +2 Strength, +2 Wisdom, and –2 Dexterity.
This replaces an Elezen’s ability score racial traits.
Religious Kingdom: Elvaan are very religious, and very proud of their culture. They gain a +2 racial bonus to Knowledge (Religion) and Knowledge (History) and treat both of these skills as class skills. This replaces Natural Affinity.
Unshakeable: The fierce determination of the Elvaan orders are hard to take down. Elvaan gain a +1 racial bonus on all will saves, increased by 1 against fear. This replaces Friend of Nature.
Weapon Training: Elvaan may optionally gain Weapon Focus as a bonus feat. This optionally replaces Prodigious Archer.
Dark Elf
Corrupted by some force of shadow, these Elezen’s skin changes to strange hues, their hair grows wildly, and their appearance typically becomes more monster-like.
Ghastly Appearance: Due to their strange and gruesome appearance, Dark Elves gain a +2 to intimidate checks.
Liar’s Form (Sp): The power granted upon the Dark Elves let them temporarily shed their true form to take on the forms of others. Once a day, a Dark Elf can assume the form of any other small or medium humanoid creature. The Dark Elf may change the appearance of their clothes, weapon and other equipment with this illusion, but the altered equipment will not change function. If anything altered by Liar’s Form can not be used in it’s new form - it is unusable. Liar’s Form has a duration of 1 minute per HD. This replaces Friend of Nature.
Poisoned Apple (Sp): Once per day, a Dark Elf can cast Sleep. Their caster level is equal to their HD, and they use their wisdom as their casting stat. This replaces Prodigious Archer.
Corrupted Origins: Due to the Dark Elves’ corrupted nature, they are particularly weak to metal, and are typically averse to it. A Dark Elf takes +1 damage from any metal weapons or sources.
Alternate Racial Traits
The following alternate racial traits may be selected in place of one or more of the standard racial traits above. Consult your GM before selecting any of these new options.
Ishgardian: The Elezen of Ishgard have grown apart from their Wildwood brethren from a history of violence and cold. Ishgardian Elezen gain 5 cold resistance and must select Cold as their starting Adaptable Living. They may still change their terrain as normal later in life. This replaces Friend of Nature and alters Adaptable Living.
Prejudice: Elezen often have strong pride in their history and culture, but this can sometimes cause different Elezen cultures to fight. These Elezen gain a +1 attack bonus against creatures with the Elezen subtype. This replaces Keen Senses.
Temple Knight Squire: Elvaan are often exposed to one of the three military sects of their kingdom. Temple Knights embody their dedication towards their honor and faith. Temple Knight Squires gain minor access to the Paladin’s Convalescence feature. They can activate their Minor Convalescence once per day as a swift action gaining the benefits as if a first level Paladin. This lasts for an amount of rounds equal to their Charisma modifier. (Minimum 1) Although they can still exit the Convalescence as a free action, they lose all remaining rounds for the day. If a Temple Knight Squire gains levels in Paladin, they gain two additional rounds of Convalescence instead. This replaces Prodigious Archer.
Royal Knight Soldier: Elvaan are often exposed to one of the three military sects of their kingdom. The Royal Knights serve the king directly, fighting directly against the threats to the kingdom, such as beastman. A Royal Knight Soldier’s experience fighting beastman grants a +2 racial bonus on all monster lore checks against beastman. Additionally, they can make such checks untrained. This replaces Prodigious Archer.
Ancient Dragon Knight: The ancient sect of Dragon Knights is said to the king’s personal elite units. Some Elvaan study the old knights to be like them, or perhaps they have descendents from this ancient order. These Elvaan gain a +2 racial bonus to acrobatics checks while jumping and always count as having a running start. This replaces Prodigious Archer.
Racial Feats
None
Racial Archetypes
None
Favored Class Bonus
Bard: Add +1 to the bard's CMD when resisting a disarm or sunder attempt.
Beastmaster: Add +1 hit point to the beastmaster's animal companions. This applies to all creatures in their menagere.
Black Belt: Add 1 foot to the black belt's base speed. In combat this has an effect only for every five increases to the black belt's base speed.
Black Mage: Add +1/3 to caster level checks made to overcome spell resistance.
Dragoon: You add +1/3 to the caster level of your dragonforces when using them against dragons.
Ranger: Add +1/4th to the bonuses provided by favoured hunt when in a forest terrain. The ranger must have forest as a favoured terrain to make use of this bonus.
Red Mage: Add +1/3 to caster level checks made to overcome spell resistance.
Thief: Add +1/3 to bluff and diplomacy checks against nobles or other members of "high society".
White Mage: Add +1/3 to caster level checks made to overcome spell resistance.






