Sleep Immunity: Elves on Valerick are simply immune to sleep, they do not sleep even to rest, instead entering a semi aware sort of torpor or waking dream state, able to be interacted with, just with drastically slower reaction time and generally will not move unless brought out of this near catatonic state. They only enter this state for four hours, seeming to need less rest than most. Elves are immune to any effect that would put them to sleep, magickal or otherwise.
Knack, Shadow Step: Can use 1+1/4 level times a day.
You may teleport up to 10 feet as a reaction to being targeted by a harmful effect or attack. Level 7 it becomes 1/2 your movement speed. Level 14 it becomes your full movement speed. Vondiras can use this ability 1/day at this current level.
Manna-Touched Resistance: Wylde Elves are born resistant to the element they are tied to by their knack. Vondiras has Resist (X) for Psychic damage due to his connection to Shadow, where 'X' is equal to 1/2 his level, with a minimum of (1).
Survey Wildlife (PF2e Skill Feat, tied to Hunter Background): You can study details in the wilderness to determine the presence of nearby creatures. You can spend 10 minutes assessing the area around you to find out what creatures are nearby, based on nests, scat, and marks on vegetation. Attempt a Survival check against a DC determined by the GM based on how obvious the signs are. On a success, you can attempt a Recall Knowledge check with a –2 penalty to learn more about the creatures just from these signs. If you’re a master in Survival, you don’t take the penalty
Favored Prey (Hunter Base Trait): At 1st level and then at 6th, 12th, and 18th you select a creature type, or two humanoid types (elves, humans, dwarves, gnomes, halfmen, tanturs, etc) as their favored prey. Creature type options are; Animals, Animals Arcanium, Bestials, Constructs, Draconids, Elementals, Faellen Kindred, Greenskins, Joten, Monstrosities, Plants, Restless Dead, Saurus, Voidlings, and Wyrids. The Hunter gets +1 to attack and damage, as well any Saves and skill test directly engaging with or involving a creature of this type. This bonus increases to +2 for your first choice at 6th level and you select a second Favored Prey that you get the +1 against. At 12th level you select a third and the bonuses become +3, +2, and +1. At 18th level you select a fourth and final Favored Prey and the bonuses become +4, +3, +2, +1 respectively.
1st level choice, Animals=+1
Skirmish Damage Dice (Hunter Base Trait): This is the Hunter's base extra dice mechanic and is tied to the idea of never being in one place for two long, being dynamic, respecting that eventually wildlife around you will become aware of you if you are static and simply give you a wide berth. Because of this Hunters have a unique way of fighting, applying that principle to battle as well. They are nimble and generally try to fight from sudden ambushes and swift movement, as well as trickery and traps. This die is extra damage they get to add to the damage for their traps and tricks if a creature affected by them was unaware, or is surprised. They also add this to their damage on attacks if they catch a target with the Surprised condition, or so long as they have moved at least 10 feet since their last attack roll.
Current damage die=
1d4
Traps and Tricks: You get access during daily preparations, to prepare a certain number of Hunters Traps and Tricks based on your level. At first level it is merely one, which Vondiras has chosen the Steel-Jaw Trap. Hunters are unique with this sort of mechanic, as they start with full access to all their options.
Huntmaster Discipline; Animal Companion (Huntmaster Base Trait): Vondiras is a Huntmaster and as such starts play with a bonded animal companion, the a Female Timber Wolf he calls Silvius.
Favored Environs (Hunter 1): When selecting this feat, the Hunter chooses a category of terrain from the following list; Arctic, Coastal, Desert/Plains, Forests, Jungles, Highlands/Mountains, Swamps/Marshes, Subterranean, and Urban. Hunters do not suffer from any naturally occuring environmental difficulties or reductions for movement (such as difficult terrain movement penalties. You still can't walk across magma or the like.) Furthermore a Hunter has a +1 circumstance bonus to Initiative and Armor Class when in their favored Environment. They also have this bonus on any Nature (or Society for Urban) rolls they make to Recall Knowledge or any Survival or Stealth checks they make whilst in that terrain. At 8th level they pick a second category of terrain from that list to have the bonus for, whilst increasing their first bonus to +2. Then at 16th level they select a third and final terrain type and now the bonuses become +3, +2, and +1.
1st level choice=Forests +1