Thursday, 17 November 2016

Racial Templates: Elves

Racial Templates: Elves

There are very many various elven subraces in D&D. Some are similar to others, some are actually identical to others, some are vastly different. But they all share some features - pointed ears, long lifespan, immunity to supernatural sleep effects, and 4-hour trance instead of sleep. This trance makes the elves immune to dream-related effects, both positive and negative. I decided to make it a perk.
Okay, here we go, get ready for a long list!

HIGH ELF [35] (Player’s Handbook, page 15)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

This is the "normal" elf. A bit more dextrous and perceptive than a human, but a bit less strong.

AQUATIC ELF [48] (Monster Manual, page 103)
Attributes: DX+1 [20]; IQ-1 [-20].
Secondary Characteristics: Per +1 [5].
Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Disadvantages: Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Features: Doesn’t Breathe (Gills); Early Maturation 2.5.

MAREL [48] (Mysteries of the Moonsea, page 77)
Secondary Characteristics: Per +1 [5].
Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Nictitating Membrane 1 [1]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Disadvantages: Weakness (Immersion in fresh water, 1d per 30 minutes) [-5].
Quirks: Illumination penalty to target the eyes and face are decreased by 2 [-1].
Features: Doesn’t Breathe (Gills); Early Maturation 2.5.

Some elves adapted to living underwater. Nothing special, just a high elf with all the aquatic traits.

DROW (DARK ELF) [42] (Monster Manual, page 103)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Will +1 [5]; Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5].
Darkness: Obscure 3 (Vision; Costs Fatigue, 2 FP, -10%; Magical, -10%) [5].
Light: Illumination (Torch Equivalent; Costs Fatigue, 1 FP, -5%; Magical, -10%) [1].
Disadvantages: Callous [-5].
Features: Early Maturation 2.5; Night Vision 5 (-5 is the native illumination level).

Drow are probably the most infamous elven subrace. Who hasn't played D&D with a chaotic good drow rogue/ranger/assassin dual-wielding sabers in the party? I have played with them a lot. But anyway, the drow are able to produce light, darkness, and faerie fire that makes the subject easy to spot.

GRAY ELF [30] (Monster Manual, page 104)
Attributes: ST-2 [-20]; DX+1 [20]; IQ+1 [20]; HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Disadvantages: Slow Healing 1 [-5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

A more intelligent and even less strong elven subrace. Grey elves were introduced in Monster Manual, and I think they weren't ever mentioned afterwards.

WILD ELF [34] (Monster Manual, page 104)
Advantages: Acute Hearing 2 [4]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Precise Hearing (Biological (Passive), -5%) [10].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

A high elf, just stronger and less intelligent. As I told before, many subraces have only minor differences.

WOOD ELF [35] (Monster Manual, page 104)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

And another high elf minor variation. Nothing interesting.

DEEPWYRM DROW [49] (Dragon Magic, page 6)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Detect (Magic; Costs Fatigue, 2 FP, -10%; Magical, -10%) [8]; Extended Lifespan 3 [6]; Infravision [10]; Smooth Operator 1 [15].
Disadvantages: Callous [-5].
Features: Early Maturation 2.5; Night Vision 5 (-5 is the native illumination level).

Now this is a sub-subrace. Drow tainted with deep dragon blood lose their ability to cast faerie fire, but become able to disguise themselves with illusions and detect magic.

FORESTLORD ELF [54] (Dragon Magic, page 8)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Treewalk: Warp (Limited Use, 2/day, -30%; Magical, -10%; Range Limit, 20 yards, -20%; Special Portal, Tree, -20%) [20].
Quirks: Vow (Never harm green dragons) [-1].
Features: Early Maturation 2.5.

Forestlord elves are high elves with a drop of green dragon blood in their veins. They can teleport from a tree to another tree once a day and they blood connection prevents them from harming green dragons.

ILLAELI ELF [40] (Expanded Psionics Handbook, page 6)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.
Racial Psionic Abilities: Mind Shield 1 [4].
Racial Psionic Skills: Mind Shield (H) Will-2 [1].

A minor psionic elf subrace that was mentioned once in a sidebar and never ever again. The Weak Latency (Psi) perk comes from GURPS Psionic Powers.

SNOW ELF [26] (Frostburn, page 34)
Attributes: HT+1 [10].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5]; Temperature Tolerance 1 (Cold) [1].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Disadvantages: Low Pain Threshold [-10].
Features: Early Maturation 2.5.

Strangely, snow elves do not have any extreme cold tolerance, but at least they are a bit stronger than the high elves. Nothing to see here, move along.

ARCTIC ELF [30] (Unearthed Arcana, page 9)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5]; Temperature Tolerance (Cold) [2].
Elven Reverie [7]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 1 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [1].
Features: Early Maturation 2.5.

Unearthed Arcana presented environmental variations (arctic, desert, jungle, aquatic) of many races. And all of them are quite boring, to be honest.

DESERT ELF [36] (Unearthed Arcana, page 11)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5]; Reduced Consumption 2 [4]; Temperature Tolerance 2 (Hot) [2].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

Another environmental subrace.

JUNGLE ELF [35] (Unearthed Arcana, page 14)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Extended Lifespan 3 [6]; Filter Lungs [5]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

And another one.

FIRE ELF [21] (Unearthed Arcana, page 17)
Attributes: IQ+1 [20]; HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: DR 5 (Limited, Fire, -40%; Tough Skin, -40%) [5]; Extended Lifespan 3 [6]; Night Vision 5 [5]; Temperature Tolerance 1 (Hot) [1].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Disadvantages: Weakness (Water; 1d per 5 minutes) [-20].
Features: Early Maturation 2.5.

PAINTED ELF [34] (Sandstorm, page 43)
Attributes: DX+1 [20]; IQ-1 [-20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 9 [9]; Telescopic Vision 2 (No Targeting, -60%) [4]; Temperature Tolerance 1 (Hot) [1].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

Desert elf, but a little bit different.

AVARIEL (WINGED ELF) [32] (Races of Faerun, page 31)
Attributes: ST-1 [-10]; HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: Acute Vision 1 [2]; Extended Lifespan 3 [6]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; Night Vision 5 [5]; Temperature Tolerance 5 (Cold) [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Disadvantages: Skinny [-5].
Perks: Pressure-Tolerant Lungs (Thin) [1].
Features: Early Maturation 2.5.

A setting-specific subrace, but a cool one. Who doesn't like having wings?

SUN ELF [40] (Races of Faerun, page 40)
Attributes: IQ+1 [20]; HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5].
Perks: Trance instead of sleep [1].

A setting-specific subrace. If I recall things correctly, their blood is tainted by demons, but it is not represented mechanically.

MOON ELF [35] (Races of Faerun, page 38)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

A setting-specific subrace, mechanically identical to high elves. Move along.

KAGONESTI [50] (Dragonlance Campaign Setting, page 16)
Attributes: DX+1 [20]; IQ-1 [-20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Night Vision 5 [5]; Outdoorsman 1 [10].
Perks: Trance instead of sleep [1].

Another setting-specific subrace. They are akin to wild elves, but with an additional talent.

QUALINESTI [60] (Dragonlance Campaign Setting, page 18)
Attributes: ST-1 [-10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Night Vision 5 [5]; Voice [10].
Perks: Trance instead of sleep [1].

A setting-specific subrace. They are like high elves, but more charismatic.

SILVANESTI [72] (Dragonlance Campaign Setting, page 19)
Attributes: DX+1 [20]; IQ+1 [20]; HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Night Vision 5 [5].
Perks: Trance instead of sleep [1].
Racial Skill Modifiers: +1 to Thaumatology [2].

D&D writers sure liked to populate their settings with various "unique" elves. Silvanesti do not have many differences from the high elves.

DARGONESTI [137] (Dragonlance Campaign Setting, page 22)
Attributes: ST+1 [10]; DX+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Alternate Form (Porpoise; Reduced Time 1, +20%; Limited Use, 3/day, -20%; Magical, -10%) [14]; Amphibious [10]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5]; Pressure Support 2 [10]; Speak Underwater [5].
Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3].
Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1].
Blur: Obscure 2 (Vision; Defensive, +50%; Extended, Infravision, +20%, Stealthy, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) [9].
                Fog: Obscure 5 (Vision; Extended Duration, 30x, +60%; Costs 1 FP, -5%; Ranged, +50%; Takes Extra Time 2, -20%; Limited Use, 1/day, -40%; Magical, -10%) [14].
Perks: Trance instead of sleep [1]; Can intuitively sense depth underwater [1].
Porpoise shape [101]
                Attributes: ST+2 (No Fine Manipulators, -40%) [12]; DX+3 [36]; HT+1 [10].
                Advantages: DR 1 (Tough Skin, -40%) [3]; Discriminatory Hearing [15]; Doesn’t Breathe (Oxygen Storage, x25, -50%) [10]; Enhanced Move 1 (Water) [20]; Night Vision 4 (Only under water, -30%) [3]; Peripheral Vision [15]; Pressure Support 1 [5]; Sonar (Reduced Range, 600 yd., -10%) [18]; Sharp Teeth [1]; Speak Underwater [5]; Ultrasonic Speech [10].
                Disadvantages: Bad Sight 2 (Motion Sensitive (from Animalia)) [-2]; Ichtyoid [-50]; No Sense of Taste/Smell (Smell Only, Can Taste, -50%) [-2]; Restricted Diet (Carnivorous) [-10].
Perks: Auto-Sleeper (from Animalia) [1]; Can see normally under and above water [1]; Light Sleeper (from Animalia) [1].
Quirks: Red-Green Colorblindness [-1].
            Features: Born Biter 1 [0].

And now actually a unique setting-specific subrace. These aquatic elves have some nice innate magical abilities and can transform into dolphins. The porpoise stats were taken from GURPS Animalia.

DIMERNESTI [216] (Dragonlance Campaign Setting, page 22)
Attributes: DX+1 [20]; IQ+1 [20].
Secondary Characteristics: Per +1 [5].
Advantages: Alternate Form (Sea Otter; Reduced Time 1, +20%; Limited Use, 3/day, -20%; Magical, -10%) [68]; Amphibious [10]; Doesn’t Breathe (Gills) [10]; Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Infravision [10]; Less Sleep 4 [8]; Night Vision 5 [5]; Pressure Support 2 [10]; Speak Underwater [5].
Darkness: Obscure 3 (Vision) (Limited Use, 1/day, -40%; Costs 1 FP, -5%; Magical, -10%) [3].
Light: Illumination (2-yard radius, 1 minute; Limited Use, 1/day, -40%; Magical, -10%) [1].
Blur: Obscure 2 (Vision; Defensive, +50%; Extended, Infravision, +20%, Stealthy, +100%; Costs 1 FP, -5%; Limited Use, 1/day, -40%; Magical, -10%) [9].
                Fog: Obscure 5 (Vision; Extended Duration, 30x, +60%; Costs 1 FP, -5%; Ranged, +50%; Takes Extra Time 2, -20%; Limited Use, 1/day, -40%; Magical, -10%) [14].
Perks: Trance instead of sleep [1]; Can intuitively sense depth underwater [1].
Otter shape [218]
                Attribute Modifiers: ST-3 [-30]; DX+3 [60]; HT+3 [30].
Secondary Characteristic Modifiers: SM-2; Basic Move +1 [5].
Advantages: Acute Taste and Smell 2 [4]; Amphibious [10]; Breath-Holding 2 [4]; DR 2 (Tough Skin, -40%) [6]; Discriminatory Smell [15]; Double-Jointed [15]; Extra Legs (4 Legs) [5]; High Pain Threshold [10]; Night Vision 4 [4]; Peripheral Vision [15]; Sharp Teeth [1]; Slippery 3 [6]; Temperature Tolerance 1 (Cold) [1]; Terrain Adaptation (Snow) [5]; Terrain Adaptation (Uneven) [5]; Ultrahearing [5]; Vibration Sense (Water) [10]; Vibrissae (from Animalia) [3].
Disadvantages: Bad Grip 1 (Does not affect climbing rolls, -20%) [-4]; Bad Smell (not versus others of same species, -20%; half penalty (only -1 reaction), -50%) [-3]; Bad Sight 4 (Motion Sensitive (from Animalia)) [-4]; Ham-Fisted 2 [-10]; Restricted Diet (Carnivorous) [-10]; Semi-Upright [-5].
Perks: Fur [1].
Quirks: Red-Green Colorblindness [-1].
Features: Born Biter 2 [0].

And another setting-specific aquatic subrace. These elves can transform into otters instead of dolphins. Again, thanks to GURPS Animalia!

PHAETHON [71] (Races of Ansalon, page 210)
Attributes: ST-1 [-10].
Secondary Characteristics: Will +1 [5]; Per +1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Sleep Effects [5]; Less Sleep 4 [8]; Night Vision 5 [5].
Fire Resistance [48]: DR 15 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Fire, -40%; Tough Skin, -40%) [38] + Immunity to Noxious Fire Effects [10].
                Flaming Wings [28]: Flight (Cannot Hover, -15%; Winged, -25%; Switchable, +10%; Magical, -10%) [24] + 2xStriker (Wing; Crushing; Cannot Parry, -40%; Clumsy 1, -20%; Weak, -50%; Only when wings are manifested, -10%) [1] + Burning Attack 1d-2 (Follow-Up, Wings, +0%; No Incendiary Effect, -10%) [2].
Disadvantages: Vulnerability (Cold, x2) [-30].
Perks: Trance instead of sleep [1].



STAR ELF [38] (Unapproachable East, page 9)
Attributes: HT-1 [-10].
Secondary Characteristics: Per +1 [5].
Advantages: Blessed (Ghost Weapon; Accessibility, Only at night, -20%; Magical instead of Divine, -0%) [12]; Extended Lifespan 3 [6]; Handsome/Beautiful [12]; Night Vision 5 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Quirks: Careful [-1].
Features: Early Maturation 2.5.

Back to Faerun-specific elves. These ones are weird. I do not remember their lore, but they can infuse their weapons with the ghost touch ability, which is very useful if you encounter many incorporeal creatures in your games.

GHOST ELF [18] (Dragon Magazine #313, page 70)
Attributes: ST-1 [-10]; DX+1 [20]; HT-2 [-20].
Secondary Characteristics: Per +1 [5].
Advantages: Extended Lifespan 2 [4]; Night Vision 5 [5]; Slippery 2 (Magical, -10%) [4].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Perks: Illumination (Accessibility, Only at night, -30%; Always On, -10%; Can be suppressed for 10 seconds with a Will roll, +10%) [1].
Features: Early Maturation 2.5.

An interesting subrace of diabolically-influenced elves that live on the Ethereal Plane. They were holding a neutral position during the elven civil war, but a diabolical archduke brought them salvation from the drow. Their magical abilities are expensive which makes the template unlikely to be used for a PC.

UMBRAGEN (SHADOW ELF) [31] (Dragon Magazine #330, page 42)
Attributes: ST-1 [-10]; DX+1 [20].
Advantages: Extended Lifespan 3 [6]; Infravision [10]; Silence 1 [5].
Darkness: Obscure 3 (Vision; Costs Fatigue, 2 FP, -10%; Magical, -10%) [5].
Disadvantages: Callous [-5].
Features: Early Maturation 2.5.

A setting-specific drow subrace that was first featured in the computer game Dragonshard. Never heard about it. But the Dragon Magazine article expands their lore quite a lot.

ROCKSEER ELF [90] (Monstrous Compendium Annual Three)
Attributes: DX+1 [20]; HT-1 [-10].
Secondary Characteristics: SM+1; Per+1 [5].
Advantages: Extended Lifespan 3 [6]; Immunity to Petrification [5]; Infravision [10]; Magic Resistance 1 (Improved, +150%) [5]; Permeation (Stone; Can Carry Objects, Light Encumbrance, +20%; Costs Fatigue, 1 FP, -5%; Finite Thickness, Basic Move, -5%; Magical, -10%) [40].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

Originally found in the Night Below boxed set (1995, Carl Sargent) and Monstrous Compendium Annual Three (1996) this elven subrace is probably the least numerous. The rockseer elves' history tells that they were cowards that fled below ground during the elven civil war. And since that time they lived there in isolation. They believe that the whole elven pantheon shuns them because of their cowardice. I like this one, even though the template doesn't fit the player characters easily!

DUSK ELF [29] (Dragon Magazine #382, page 68)
Attributes: ST-1 [-10]; DX+1 [20]; HT-1 [-10].
Advantages: Extended Lifespan 3 [6]; Night Vision 9 [9]; Silence 1 [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Features: Early Maturation 2.5.

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