ELF --- Elves represent the part of faerie-kind which has pushed farthest into the physical realms. They actually have a foot in both worlds at once, thus elves never really "die". They just fade back into the realm from which they came. Elves are highly chaotic and do not share the same concerns and worries as true mortals. They can be flighty at times and capricious, although they are often mirthful and love wine, song, and dance(which can entrance onlookers). They can also be quite dangerous if their meadows and groves are intruded upon or damaged. Most other races are a curiosity to them(or else completely boring depending on the mood of the elf at the time). Elves have a shining, delicate beauty that is almost magical - +3 to any seduction(or similar) rolls. 5 to 5 1/2 feet tall, 100-120 pounds. Elves live in forests and meadows, hills and mounds, or near the shores of lakes and seas. Occasionally they can be found in caves and grottos. They often have homes within giant trees or tree houses connected with bridges of rope and wood, and lit as if by a thousand fireflies. It is dangerous for mortals to wander into an elven area unwares as time does strange things in these places, often running much more slowly than in the "outside world". There are also rumors of hidden cities of unearthly beauty consisting of graceful spires, delicate arches, glistening pools, and ornate gazebos woven about with flowers and ivy). The structure of elven society is a mystery, and to outsiders there may appear to be no structure at all. However there is usually a 'king' and 'queen' who are given deference and decide on important matters (whatever might be considered 'important' to elves). Elves love to collect beautiful or interesting things from around the land. There will usually be a common area in any community where these items and trinkets are collected and displayed. Many artfully bound books and illum- inated scrolls may be found here. Some are no doubt very useful and highly prized, although visual appeal is usually more important to the elves than content. Elves also create many enchanted items by using a blending of natural magic and fae magic within their creations. Garments, jewelry, swords, ships, and many other useful things are crafted in this way. Elves are fond of hobbits and gnomes(although that doesn't stop them from pulling pranks and practical jokes on them). They admire the craftsmanship of dwarves but don't associate much with them. Humans they may find interesting or boring, ridiculous or dangerous. There are stories of humans and elves producing offspring and mortals resembling elves have apparently been seen from time to time. Their skin coloration runs from very fair to swarthy, with hair that is deepest black, shining gold, silver-gold/platinum blonde, liquid copper, or flaming red-orange. There are Dark Elves rumored to live deep under the ground. They are often portrayed as malevolent. Their skin is inky black/blue-black, with hair that is moonsilver, aquamarine, indigo, or dark violet. Their cities are said to be illuminated by all manner of phosphorescent rocks and fungi. They are rumored to cast charms and illusions and are believed to have the powers of telepathy, mind reading, telekinesis, and the ability to move unseen among surface dwellers, being visible only to others of their own kind. The appear- ance of Faerie Fire in deep and dark places is associated with these elves. Sea Elves live in underwater castles of coral and can shapechange into dolphins. * HIT POINTS: D6 per level. Add CON Bonus at 1st level only. 2pts/level after 9th level. * +2 to REFLEX and SPELLS Saving Throws. * +1 to initiative. * Double DEX Bonus for defense(they are quick!). * Elves use no armor* or shield. * Elves may wear armor made of moonsilver(Mithril), though such armor is quite rare. * Elves use swords, bows, spears, daggers, javelins, and throwing knives/darts of various types. * Elves get a number of attacks(melee or missile, excluding crossbows) against 'Normal Men'(or creatures of basically that strength, i.e., goblins, kobolds, dwarves, orks, men, gnomes, giant rats, etc) equal to their level each round. So a 3rd level Elf would have 3 attacks/round against these. --------------------------------------------------------------------------------- Fighting Ability: Begin with +1. Add +1 levels 3, 5, 7, 8, 9, 11, 13, 15. (DEX/PER)Filching(pick pockets/palming): Begin with +1. Add +1 every level through level 16. (INT)Open Magical Closures/Puzzle Boxes: Begin with +1. Add +1 every level through level 16. (DEX)Balance(walking on a slender branch over a raging waterfall): Begin with +1. Add +1 every level through level 16. ---------------------------------------------------------------------------------- Base Chance By Level Table -------------------------- level 1 = 1-2(D6) level 7 = 1-4 level 13 = 1-19/D20 level 4 = 1-3 level 10 = 1-5 * Elves can also attempt to Move Silently as a Thief does. Use the table above. If this roll fails, have all creatures in the vicinity make a Hear Noise Roll to see if the Elf is still moving quietly enough to go unnoticed. * Escape Artist - Escape from ropes, bonds, non-magical bindings, in D6 rounds. ------------------------------------------------------------------------------------ * +1 to hit with bows. thrown blades, and javelins. Treat long range as medium. Elves can fire bows and throw javelins in melee and 'on the run'(while moving/ running). * Languages: Begin with Common, Elvish, Faerie, Gnome, and Ent. Sea Elves know Common, Elvish, and Dolphin Speech. When an elf builds a stronghold, they will be able to understand and speak with the animal and plant life in their local area (within 5 miles of their dwelling). * Elves begin knowing 2 first-level spells * Elves can use most magic items that Magic-Users or Fighters can use as well as all general purpose magic items. * Elves are very farsighted(3X human vision). They also have superior lowlight vision and can see on the darkest night as if it were a cloudy day. * On a roll to disbelieve an illusion, elves have either a +2 or a -2 bonus/ penalty to the roll (50% chance for either). Elves live in 2 worlds at once and the solidity of the perception of each varies. * Permanent Animal Friendship "Spell" in place(+6 to reaction rolls). And the animals and plants within 5 miles of the area in which the Elf lives or frequents most will be of aid to the Elf in times of need. * Elves can mimic the sound of any animal or monster they have ever heard. * Elves are surprised on a 1 and surprise others on a 1-4. Outdoors, elves can(usually) only be surprised by other elves. * Wilderness Survival * Hide in Natural Surroundings/in plain sight(forests and meadows) on a 1-9(D10) without making a skill roll. * Elves are difficult to track outdoors. Only a ranger, druid, or another elf can do so. There is a base 1 in 6 chance with +1 for every 3 levels the tracker has above the elf he is tracking. * Light Step: Elves run very lightly over the ground. Treat difficult terrain as 2 types better. * Passive ability to Detect Secret Doors when passing within 10 feet of them(1 in 6 chance). * Elves have only a 1 in 6 chance to spring pit traps and snares when passing over them(instead of the usual 1-2). * Elves can endure natural extremes of heat/cold without suffering ill effect. * Immune to ghoul paralysis and may "awaken" a paralyzed ally by touch. * Sleep spells have no effect on a roll of 1-9(D10). * Charm spells have no effect on a roll of 1-9(D10). * Elves know Herbalism and can make all sorts of natural medicines, antidotes, tonics, and poisons. * Elves can Predict Weather(as the spell). * Elves make wine, brandy and sweet spirits. * SEA ELVES can polymorph into dolphins at will and live in underwater castles of colorful coral. * Elves sing often, and their songs create images and feelings in the mind and heart of the listener according to the nature and subject matter of the song. Elf music is said to be the most beautiful and joyous, haunting, or forlorn in all the world. Elfish music can create and modify Reaction Rolls and otherwise influence non-elves to varying degrees. * Elves cast spells just as mages do, but they choose their spells from the Elf spells list below. Elf magic is natural, coming from dreams, rain, birdsong, laughter, wind chimes, etc. They do not "study" spells. Elves often weave spells into song, poetry, or even paintings and sculpture. Elves begin knowing only 2 first-level spells. Each in-game week (but no more than once per gaming session) the character may roll a D6 to see if he or she has received the inspiration for another magic spell. A 1-4 on the D6 indicates success. If inspiration is NOT indicated, the character will have to wait until the next game session to try again. No more than a total of 5 spells from each spell level(1-6) may be learned, and once those 5 spell slots are filled, no more spells for that spell level may be learned. Elves must also wait until they are of sufficient power before receiving inspiration for spells of the next higher level(e.g. elves must be 3rd level of experience before they are eligible to begin learning second-level spells). The player may choose which spell is learned each time that a successful inspiration is indicated. ** PSY bonuses for spell points do not apply to Elves * Elves can cast magical cantrips at any time. --------------------------------------------------------------------------- At 8th Level ------------ * At 8th level, an Elf can sense invisible/out of phase creatures nearby and can fight them without penalty. This also applies to fighting when blindfolded or in the dark. At 9th Level ------------ * Elves of 9th level or above can craft magic items as magic-users do, including wands, potions and magical swords, knives, and missile weapons (but not wizard staves or heavy plate armors). * At 9th level, an Elf is considered an ELVEN LORD and may create a secret fastness or magical dwelling in the wilderness. Once constructed, the elf will be able to understand and speak with the animal and plant life in their local area (within 5 miles of their home). At 10th Level ------------- * At 10th level, Elves get 2 attacks/round. ------------------------------------------------------------------------------------ ELF SPELLS: Level 1 ------- detect magic read magic charm person hold portal sleep ventriloquism cure light wounds affect normal fires faerie fire purify food and water hold animal read/comprehend languages light sleep locate plant locate animal protection from evil mending featherfall message unseen servant spider climb dancing lights detect poison detect lie bless color spray hypnotic pattern Level 2 ------- chant detect invisible detect illusion detect life invisibility phantasmal forces neutralize poison produce flame hold person tongues levitate phantasmal force esp wizard lock reflecting pool knock detect evil locate animal magic mouth pyrotechnics mirror image audible glamour continual light command gaze reflection ultravision Level 3 ------- dispel magic enchant an item(temporary) water breathing lightning bolt cure serious wounds protection from fire cure disease water breathing animal summoning hold monster pass plant charm plants locate object clairvoyance/clairaudience infravision ultravision slow haste protection from evil 10' r. protection from normal missiles growth of plant speak with plants gust of wind non-detection/mind blank shadow door Level 4 ------- remove curse confusion charm monster cure blindness protection from lightning speak with the dead Hallucinatory Forest/Terrain Control Temperature, 10' r hold plant wizard eye polymorph self polymorph other dimension door growth/animal weather summoning dimension door wall of fire wall of ice create food and water repulsion reverse gravity water walk flame walk magic font Level 5 ------- stone to flesh feeblemind transmute rock to mud conjure elemental fabricate transport via plants turn wood telekinesis lower water regenerate Level 6 -------- forbiddance move earth part water permanency truesight control weather heal legend lore drawmij's instant summons restoration finger of death** ** This spell creates a "death ray" which will kill any creature unless a saving throw is made. Range: 12".