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Subrace | Base Ht | Mod | Base Wt | Mod |
Aquatic | 55/55 | 1d8 | 100/90 | 2d8 |
Averial | 60/57 | 1d8 | 100/90 | 2d10 |
Drow | 55/60 | 1d12 | 100/110 | 3d12 |
High | 60/58 | 2d6 | 110/85 | 3d12 |
Grey | 65/55 | 1d10 | 100/85 | 3d12 |
Grugach | 60/55 | 2d4 | 110/100 | 3d10 |
Rockseer | 68/68 | 2d4 | 130/130 | 3d10 |
Shadow | 60/58 | 2d6 | 110/85 | 3d12 |
Snow | 68/65 | 3d4 | 120/110 | 3d10 |
Sylvan | 60/55 | 2d8 | 120/100 | 3d10 |
Valley | 59/55 | 2d10 | 140/100 | 5d10 |
Table 2: Ability Score Minimums and Maximums
Subrace | Str | Dex | Con | Int | Wis | Cha |
Aquatic | 3/18 | 4/18 | 6/18 | 6/18 | 3/18 | 6/18 |
Averial | 3/18 | 6/18 | 5/16 | 3/18 | 3/18 | 6/18 |
Drow | 3/18 | 8/18 | 6/17 | 8/18 | 3/18 | 5/17 |
High | 3/18 | 6/18 | 6/18 | 4/18 | 3/18 | 3/18 |
Grey | 3/18 | 6/18 | 6/18 | 4/18 | 3/18 | 3/18 |
Grugach | 5/19 | 6/18 | 6/18 | 4/18 | 3/18 | 3/17 |
Rockseer | 4/18 | 6/18 | 3/18 | 7/18 | 6/18 | 3/18 |
Shadow | 3/18 | 6/18 | 3/18 | 6/18 | 4/18 | 3/18 |
Snow | 3/18 | 5/18 | 5/18 | 5/18 | 6/18 | 3/17 |
Sylvan | 4/18 | 4/18 | 5/18 | 7/18 | 3/18 | 5/17 |
Valley | 3/18 | 3/18 | 3/18 | 8/18 | 3/18 | 3/18 |
Table 3: Thieving Ability Adjustments
Subrace | PP | OL | F/RT | MS | HS | DN | CW | RL | DM | DI | Br | Tu | EB |
Aquatic | -- | -- | +5% | -- | +5% | +5% | -10% | -- | -- | +5% | -- | -5% | +5% |
Averial | -- | -- | +5% | -- | +5% | -5% | +10% | -- | -- | +5% | -5% | -5% | +5% |
Drow | +5% | -- | +5% | +5% | +10% | +5% | -- | -- | +5% | +5% | -15% | +5% | -- |
High | +10% | -- | -- | -- | +5% | -- | -- | -- | +5% | +5% | +5% | -5% | -- |
Grey | +10% | -- | -- | -- | +5% | -- | -- | +5% | +5% | +5% | +5% | -5% | -- |
Grugach | -- | -- | +5% | +5% | +5% | +5% | +5% | -5% | -- | -- | -- | -- | -- |
Rockseer | -- | -- | +5% | +5% | +5% | -- | +10% | -5% | +5% | +5% | -10% | +10% | -- |
Shadow | +10% | -- | -- | -- | -- | +10% | -- | -- | +5% | -- | -- | +5% | +5% |
Snow | -5% | -5% | +5% | +5% | +5% | -- | +10% | -- | -- | +5% | -5% | -- | -- |
Sylvan | -- | -- | -- | +5% | +5% | -- | -- | -5% | -5% | -5% | -- | +5% | -- |
Valley | -- | -- | +5% | +5% | +5% | -- | -- | -- | +5% | +5% | +5% | -5% | -- |
Table 4: Aging
Subrace | Base | Mod | Max | Mid Aged | Old | Ven |
Aquatic | 15 | 1d6 | 75+3d20 | 38 | 63 | 75 |
Averial | 16 | 1d8 | 75+3d20 | 38 | 63 | 75 |
Drow | 15 | 1d4 | 70+3d20 | 35 | 60 | 70 |
High | 15 | 1d6 | 125+3d20 | 62 | 83 | 125 |
Grey | 16 | 1d6 | 150+5d20 | 75 | 113 | 150 |
Grugach | 15 | 1d4 | 100+5d20 | 50 | 75 | 100 |
Rockseer | 16 | 1d6 | 200+2d100 | 100 | 150 | 200 |
Shadow | 15 | 1d6 | 125+3d20 | 62 | 83 | 125 |
Snow | 13 | 1d6 | 60+2d20 | 30 | 45 | 60 |
Sylvan | 13 | 1d4 | 100+3d20 | 50 | 75 | 100 |
Valley | 16 | 1d6 | 100+3d20 | 50 | 75 | 100 |
Table 5: Level Limits
Subrace | F | R | M | P | D | T | B |
Aquatic | U | -- | 13 | 13 | 9 | 9 | 15 |
Averial | 15 | 12 | 15 | 15 | 9 | 9 | U |
Drow | 15 | 15 | U | 15 | 9 | 15 | 12 |
High | 14 | 16 | 12 | 14 | 9 | 12 | U |
Grey | 13 | 12 | 16 | 14 | 9 | 10 | U |
Grugach | 15 | U | 9 | 9 | 15 | 9 | 9 |
Rockseer | 15 | 12 | U | 9 | -- | 15 | 12 |
Shadow | 15 | 12 | U | 15 | 9 | 15 | 15 |
Snow | 14 | 16 | 16 | 15 | U | 15 | 15 |
Sylvan | 15 | U | 12 | 9 | 15 | 9 | 9 |
Valley | 14 | 15 | U | 14 | 9 | 12 | U |
Each of the subraces are marked by certain physical characteristics.
Although the human genes seem to be dominant, there are still some elven traits.
Half-Aquatic
These half-elves are slightly taller than their elven parents. Their
skin tones range from light green to light blue tending towards human
colors with the green or blue overtones. Their ears are more human-
like, being long yet rounded. Half-aquatic eyes are large but don't
adjust quickly to the changing light, taking about twice as long as
humans. Eye colors range from silver-blue to brown. Hair tends
towards green and blue tints, but matching the human parent.
The half-aquatic can swim exceptionally well, since their fingers and
toes have a slight webbing. This does not mean that they start with
the proficiency, only that they add +1 to the check. Most have
developed gills (about 75%), although not all of them are able to
process the oxygen from the water (about 30% of those who develop
gills). They dehydrate easily, taking about half the time a human
would take. Those half-aquatic elves who can breathe underwater
suffer the same affects that their elven parents suffer.
Half-Averial
In some extremely rare and unusual cases, averial have become
intimate with humans. Usually it is the averial who is the
aggressive one. The winged elf will manifest himself (or herself)
as an angel and seduce the human. If the human is female, she
usually believes that she carried the child of a god. The locals
also feel the same way, and react accordingly. These children are
welcome in this society, and often are clerics or sages. In the
averial cities, these half-elves are often looked at with pity.
They have a difficult time becoming completely accepted, and will
often leave on their own.
The half-averial skin is pale. Their eyes are blue and sometimes
hazel. Hair color is nearly always the same as the elven parent.
They tend to have the same far-off look in their eyes as the averial
do. Most do not develop wings, but those that do will have wings that
match the elven parent. These wings are often useless, except for great
leaps. Most half-averial cannot fly.
The half-elves make great fighters and clerics. They can become mages
and usually specialize in either Apportation, Transmutation, or
Aeromancy. The never become pyromancers, even those who do not have
wings. Half-averial do not trust fire users or fire mages. Sages
believe this is part of their heritage, and cannot be changed except
through magic.
Half-Drow
The half-drow are outcasts in all societies. The drow loathe them,
killing their parents. Other elves pity them and seek to kill them
to end their suffering. All other races fear them because of their
drow heritage. Although not all half-drow are evil, they tend towards
neutral evil due to the fact that so many hate them, they see the
world as a terrible place where they must defend themselves at every
corner. Many half-drow are suicidal or at the least put themselves
into harm's way more times than necessary.
The half-drow skin colors range from light grey to dusky grey. Their
eyes glow with the same fire that their elven parents have. Eye
color is almost always black or red, but in rare cases it will be
blue or brown. Their hair is often white or silver, but it is not
unheard of for them to have blonde or brown hair.
Their ears are like other half-elves, long and pointed. Being from
the underdark, they share some of the drow's advantages and
disadvantages. They must remain in the underdark in order to retain
any of their abilities. First, they have a base 10% magic
resistance. This improves by 5% each level after the first. Their
superior infravision allows them to see objects up to 90 feet away.
They have certain innate spell-like abilities as well. These don't
always manifest themselves unless the half-drow is a priest or mage.
These abilities are identical to the drow abilities.
Half-Grey
The half-grey elves have problems similar to the half-drow. They are
not accepted by grey elves. They half-grey is not even allowed
within the confines of the grey elven cities. Usually the half-grey
elves find solace in human settlements, but some create cities of
their own or become gypsies or traveling merchants. They have also
been found as mercenaries and rangers.
Their skin tone is similar to their elven parent, being darker than
the standard half-elf. Their eyes are often grey or brown with an
occasional blue. Their hair is typically fine and light brown to
blonde.
The half-grey elf is the most likely to be a loner due to choice.
They are cheerful, but cautious of others, knowing that their trust
must be earned because of their birth. Unlike the half-drow, the
half-grey has a chance of acceptance in human society. Their
intellect often puts them into political positions. The fact that
they tend to have a longer lifespan than humans, makes them ideal
judges and other political officials.
Half-Grugach
There are few known half-elves of grugach descent. Those that have
been seen have been in human societies, and look like a human with
very fine hair and pointed ears. They tend to be slightly slimmer
than the average human, but not enough to make a fine distinction.
Grugach will have nothing to do with them, and often try to kill them
on sight (like everyone else). They have been known to seek out the
offending human who brought the child into the world, and kill her.
Most half-grugach are quick tempered, but know when to fight, and
when to walk away.
They gravitate towards rangers, druids, and fighters, but may be any
class. Most are good or neutral aligned.
Half-High
This subrace is exactly as described in the Player's Handbook.
Half-Rockseer
The half-rockseer is an anomaly among the half-elves. It is always
sterile, and telling males and females apart is not necessary since
they have no gender.
They are very pale-skinned, more like a typical elf than a half-elf,
and have little to no body hair. Head hair is long, fine, resembling
silk. Their eyes are usually pale, almost ice blue, being more
common if raised with the elves, and resembling the human parent if
raised in human society.
Typical alignment is neutral. The attitude of the half-elf depends
largely on the upbringing. If born in a human society, it generally
is accepting of all, or hates everyone. If raised with the elves, it
generally is not trusting of non-rockseer elves.
They are most often adventurers, since they are not accepted well in
society. Most become rangers or mages, but there are still many who
are fighters and thieves. Half-rockseer elves who are bards are very
rare. There are even fewer clerics, and these have all been raised
in human society. The classes available depend on the place of
birth: human society - all classes; elven society - fighter, mage,
thief, fighter/mage, and fighter/thief.
Half-Shadow
The half-shadow elf is a very rare breed. Few leave the safety of
their subterranean home, and those that do are not heading out for
procreation. Most of these half-elves are the result of war, or a
night of passion. The shadow elves do not normally fall for humans.
Half-shadow elves are slightly smaller and slimmer than the average
half-elf. Their ears are slightly larger and their flesh is much
paler than a human's. Their hair is often white or grey, following a
general trend toward albinism from their parent's long subterranean
existence.
The half-shadow elf is usually a thief, wizard, or fighter. A rare
few are clerics, and even fewer are multi-classed. Those who do
multi-class are usually thief/mage or fighter/thief. There are even
rumors of cleric/thieves, but those are unconfirmed.
The half-shadow elves tend to have high-pitched voices, with many
males being confused for females when judged by their voices alone.
Half-Snow
They are the shortest lived of the half-elves, with average lifespans
of 60 years (75 being incredibly ancient). They tend to be tall and
wiry, but a lot of muscle tone. Half-snow elves have light brown or
tan skin, blond hair, and silver to blue eyes.
They are extremely rare, since few humans travel to the arctic just
to meet snow elves. Many of the snow elven parents are male, with
the female traveling home to give birth. There are few, if any,
half-snow elves in the arctic communities.
Typically, they are druids, fighters, rangers, or mages. There are
more female mages than male, and the reverse hold true for the other
classes. Those who are mages tend to be Cryomancers, Ecomancers, or
Aquamancers. Pyromancers are almost unheard of.
Half-Sylvan
The half-sylvan is a rare breed. Sylvan elves are not known for
accepting humans near their camps, let alone near enough to produce
offspring. Most of these children are the result of rape. Many
humans don't understand the sylvan elf desire to avoid contact with
other races, and some have taken the sylvan elf warnings as threats,
and attacked.
The half-sylvan elf is about the same skin tone as a human. In fact,
it usually matches the human parent, although it can be slightly
lighter. Their eyes are often hazel, brown, or green. Blue eyes are
rare (about 1 in 1000). Hair color is typically brown, sometimes
black. Very few will have blonde.
The half-sylvan elf is usually a ranger or druid, due to their
connection with wildlife. Some even retain their elven ability to
befriend the animals. The half-sylvan is typically stronger than
other half-elves. If the elf is a product of warfare, he tends to be
hateful towards humans, who have shown their disregard for life and
wanton destruction.
Half-Valley
Another rare breed, the half-valley elves. They are roughly the same
size as humans. Most have rounded ears (but still more pointed than
a human's). In most societies, they can pass for human without too
many problems. They are only born in human societies.
The half-valley elves tend to pay close attention to their
surroundings, almost looking paranoid at times.
They make great soldiers, and as such, are most often fighters. They
may be any class however. They also tend to be neutral in alignment,
but that is not a requirement.
Each subrace of elf is slightly different in its physical
characteristics. Some of these were detailed earlier. In this
chapter, we will see how these variances come into play.
The various races are described in the same format for ease of use.
Ability Score Adjustments. These are the basic adjustments made to
the race during character creation.
Languages. These are the languages that are available to the typical
half-elf of the appropriate race. Note that not all these languages
are known, this is limited by Intelligence and level.
Infravision. The range of the subrace's infravision.
Special Advantages. These are the standard abilities for members of
the subrace.
Special Disadvantages. These are difficulties of being a member of
the subrace.
All half elves share the 30% resistant to sleep and charm spells just
as listed in the Player's Handbook.
Half-Aquatic
Ability Score Adjustments. May add +1 Dexterity, but then must
subtract -1 Constitution. This is optional.
Languages. Aquatic Elvish, kuo-toa, sahuagin, merman, surface common,
aquatic common.
Infravision. The half-aquatic elves do not have infravision.
Instead they have sonar that works only underwater. It has a range
of 180 feet.
Special Advantages. Some half-aquatic-elves can breathe underwater
(about 10%). Most cannot, those who can often times cannot breathe
on the surface (about 10%).
Special Disadvantages. The half-aquatic elf is prone to dehydration.
This translates into needing twice as much water as their human
counterparts.
Half-Averial
Ability Score Adjustments. +1 Dexterity, -1 Constitution.
Languages. Common, High Elvish, and sometimes Averial.
Infravision. 60'.
Special Advantages. The half-averial has no fear of heights. He
also has incredible eyesight, being able to see 50% better than
humans (increase all ranges by 50%). He also receives a +1 bonus
with bows if he does not have wings. Those who do have wings (only
about 10% of them will), will be able to fly (MV 12, C). Their
wings tend to be slightly smaller and the half-elf weighs more than
his elven parent. This slows down their flight.
They may also jump 10 feet straight up if they have wings. If not,
they can still jump 5 feet straight up.
Special Disadvantages. All half-averial are afraid of fire. If they
are hit with a fire-based attack, they suffer a -1 to their saving
throw. They can tolerate controlled fire (i.e., torches, cooking
fires, etc.) but even then they tend to stay away from it if possible.
Half-averial also have hollow bones. This means that they take
double damage from all bludgeoning attacks.
Half-Drow
Ability Score Adjustments. +1 Dexterity, -2 Charisma.
Languages. Most only learn common, but a few learn the languages of
the drow.
Infravision. 90 feet.
Special Advantages. Once per day the half-drow can cast one of the
follow spells: dancing lights, faerie fire, and darkness. For those
who are also spell-casters, they may cast one more spell per day from
the previous list. Half-elf drow priests do not gain any of the drow
priest powers.
1st level half-drow begin play with 10% magic resistance. This
increases by 5% each level after the first. In addition, all half-
drow also have a +1 bonus to their saves versus magic.
Special Disadvantages. Half-drow also have serious disadvantages.
First off, they dislike sunlight. It hurts their eyes to the point
that they suffer a -1 penalty to Dexterity and attack rolls while in
sunlight or a continual light spell. Also, all opponents suffer a +1
bonus to saves versus the half-drow's spells. He suffers no penalties
while he is in the dark and his opponent is in the sunlight.
If the half-drow spends more than two weeks outside of the Underdark,
he begins to lose his special advantages. These fade at the rate of
one power a day. This starts with the most powerful innate spell
casting down to the weakest. He also loses his magic resistance at
the rate of 10% per day. This process reverses itself at the same
rate after the half-drow spends one day in the Underdark for each
week spent underground.
All races, including other half-drow, hate the half-drow. This means
that they suffer a -3 reaction penalty. Very few will ever trust
them.
Half-Grey
Ability Score Adjustments. May add +1 Intelligence, but must
subtract either -1 Constitution, or -1 Charisma. This is optional.
Languages. Any, but usually not Grey Elf.
Infravision. 60'.
Special Advantages. The half-grey elf has an uncanny ability to
learn magic. This means that they all receive +5% to their learn
spells check.
Special Disadvantages. Most half-grey elves are looked at negatively
by grey elves. They receive a -2 penalty to reaction checks from
grey elves.
Half-Grugach
Ability Score Adjustments. +1 Strength, -1 Charisma
Languages. Same as the half-high elf.
Infravision. 60'
Special Advantages. None
Special Disadvantages. None
Half-High
The standard half-elf can be found in the Player's Handbook. This is
also the half-high elf. No modifications need to be made.
Half-Rockseer
Ability Score Adjustments. +1 to either Dexterity or Intelligence,
and -1 Charisma.
Languages. Depends on the place of birth. If born in human society,
then same as the half-high elf. If born in rockseer community, then
rockseer, undercommon, and other languages of the underdark.
Infravision. 120'.
Special Advantages. 30% resistant to hold spells and web spells.
They are also resistant to petrification, gaining +4 on all saves.
They are also resistant to spells of the earth, gaining +4 to all
those saves. They may determine direction and depth underground just
as a dwarf can.
Special Disadvantages. They suffer -1 to all saves against air
spells. Because many people do not react well to those beings who
are genderless, they suffer -2 to all reaction adjustments.
Half-Shadow
Ability Score Adjustments. +1 Dexterity or +1 Intelligence, and -1
Constitution or -1 Charisma
Languages. Shadow elf, drow, common, undercommon, gnoll, orc,
hobgoblin.
Infravision. 90'.
Special Advantages. Half-shadow elves can hear exceptionally well,
with a 30%(6) chance to hear noise.
Special Disadvantages. The half-shadow elves are often confused with
half-drow. Although they do not look alike, some think that they are
the same because they are subterranean elves. This means that they
have a -2 reaction adjustment from those who know of their heritage
(with non-elves, or the non-informed, which is almost everyone).
Half-Snow
Ability Score Adjustments. +1 Dexterity or Constitution, and -1
Charisma
Languages. Same as the half-high elf.
Infravision. 60'
Special Advantages. +1 to all saves versus cold attacks.
Special Disadvantages. Dislike the drow and half-drow to the point
that they suffer a -2 reaction adjustment with them.
Half-Sylvan
Ability Score Adjustments. +1 Strength or +1 Dexterity, and -1
Constitution or -1 Charisma
Languages. Common, woodland creatures, usually not sylvan elf unless
raised in a sylvan elf community. In this case, the half elf does
not learn common.
Infravision. 60'.
Special Advantages. The half-sylvan elves are attuned with nature
just like their elven parent. This means that they have the ranger
ability of animal empathy. This power only works on wild woodland
animals. It has no effect on domesticated animals.
Special Disadvantages. These half-elves are more attuned to nature
than civilization. This means that they do not usually have the half-
elven ability to detect secret doors. Also, any half-sylvan elf
suffers a reaction adjustment of -2 when dealing with either humans
or elves. The penalty applies to humans if the half-elf was raised
by elves, and to elves if raised by humans.
Half-Valley
Ability Score Adjustments. None
Languages. Same as the half-high elf.
Infravision. 60'
Special Advantages. They all begin play with Riding, Land-Based
(Horse).
Special Disadvantages. None.
If using the Player's Options Books, the half-elf may customize his
character. Each half-elf has some abilities that may are common with
all the others. These are listed first. Then the half-elf player
may choose powers that reflect their individual heritage. Half-drow
cannot choose any half-averial powers, etc.
Remember to apply all the half-elven penalties listed above.
The Half-Elf abilities:
Cold Resistance (5): +1 bonus to all saves versus cold- and ice-based
attacks, as the half-elf's body is less susceptible to extreme cold
temperatures.
Health Bonus (5): +1 bonus to the character's Health score; the score
can be up to 5 points higher than the character's Fitness score.
Less Sleep (5): The half-elf only needs four hours of sleep to feel
rested.
Resistance (5): 30% resistance to sleep and charm spells.
Stealth (10): When the half-elf is alone and is not wearing metal
armor, he gains a bonus to surprise opponents. The opponent suffers
a -4 penalty, a -2 if he must open a door.
Half-Aquatic
Aquatic Breathing (5/10): For 5 points, the half-elf can only breathe
underwater. For 10 points, he may breathe either air or water, but
must suffers the same effects as the standard aquatic elf.
Companion (10): The aquatic half-elf gains the companionship of an
aquatic or land dwelling creature. The creature depends on whether
the half-elf comes from the water or land. Consult the appropriate
table below:
Die Roll | Aquatic | Land Dwelling |
1 | Carp, Giant | Cat, Elven |
2 | Dolphin | Dog, Elven |
3 | Eel, Marine | Eagle |
4 | Hippocampus | Falcon, Elven* |
5 | Sea Horse, Giant | Frog, Giant |
6 | Sea Lion | Swan |
7 | Sea Otter | Roll again |
8 | DM Choice | DM Choice |
* See New Monsters.
Confer Water Breathing (10): Once a day, the half-elf can confer the
ability to breathe underwater upon another individual or creature.
This ability lasts one hour for every level of the half-elf granting
the ability. Only those half-aquatic elves who can breathe
underwater may choose this ability.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Sonar (10): The half-aquatic elves do not have infravision. Instead
they have sonar that works only underwater. It has a range of 180
feet.
Speak with Aquatic Animals (10): Once per day, the half-elf may speak
with any aquatic animal that has an Intelligence of one or greater as
a priest of the same level. This applies to giant versions as well.
Speak with Plants (10): The half-elf may speak with plants as a
priest of the same level.
Trident Bonus (5): The half-elf is granted a +1 bonus to all attack
rolls with tridents.
Half-Averial
Bola Bonus (5): +1 to attack rolls with the bola.
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow,
unless the half-elf has wings. In this case, the bonus applies to
crossbows other than heavy crossbows.
Companion (10): The half-elf gains the companionship of a wilderness
creature. Consult the table below:
Die Roll | Creature |
1 | Eagle |
2 | Eagle, Giant |
3 | Falcon |
4 | Falcon, Elven* |
5 | Griffon |
6 | Owl |
7 | Roll again |
8 | DM Choice |
* See New Monsters
Enhanced Vision (5): The half-elf may see 50% farther than humans due
to his elven heritage.
Flight (15): The half-averial has wings that are smaller than his
elven parent, but still large enough to allow for flight. The PC may
fly at MV 12 (C). The half-elf still must rest for 1 hour for every
hour spent flying. If encumbered, the rest time is doubled.
Infravision (10): The half-elf has infravision out to 60'.
Lasso Bonus (5): +1 to attack rolls with the lasso.
Jump (5): If the half-averial does not have wings, he may jump 5 feet
straight up. If he also has the jumping NWP, then add +5 feet to the
distance.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Sword Bonus (5): The half-averial gains a +1 bonus to hit with long
and short swords.
Half-Drow
Companion (10): The half-elf gains the companionship of a
subterranean or wilderness creature. Consult the table below:
Die Roll | Creature |
1 | Bat, Common |
2 | Bat, Large |
3 | Bat, Night Hunter |
4 | Cat, Great, Mountain Lion (this is usually a panther, but can be any type) |
5 | Rat, Drow* |
6 | Rat, Giant |
7 | Spider, Hairy |
8 | Spider, Large |
9 | Stirge |
10 | DM Choice |
* See New Monsters
Infravision (10): The half-drow has infravision out to 90'.
Magic Resistance (15): The half-drow has MR equal to 10% + 5% per
level after the first. This is not cumulative with the resistance to
sleep and charm, however the half-elf may choose which one applies.
Note also, that this must be lowered to receive any type of magic,
beneficial or baneful. This does not apply to spells cast by the
half-drow himself. In addition, the half-drow receives a +1 bonus to
all saves versus magic.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Spell Abilities (15): The half-drow has the following spell-like
powers, useable once per day as a priest or mage of the same level:
faerie fire, dancing lights, and darkness. When the character reaches
4th level, he may cast levitate, detect magic, and know alignment.
Sword Bonus (5): The half-drow gains a +1 bonus to hit with long and
short swords.
Half-Grey
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow
Companion (10): The half-elf gains the companionship of a wilderness
creature. Consult the table below:
Die Roll | Creature |
1 | Cat, Elven |
2 | Cat, Great, Mountain Lion (usually a cougar, but can be any type) |
3 | Condor |
4 | Crow (Raven) |
5 | Dog, Elven |
6 | Eagle, Wild |
7 | Falcon, Elven* |
8 | Mammal, Boar, Wild |
9 | Mammal, Porcupine |
10 | Mammal, Wolverine |
11 | Owl |
12 | DM Choice |
* See New Monsters
Infravision (10): The half-elf has infravision out to 60'.
Learn Spells Bonus (10): The half-grey elf may add +5% to his Learn
Spells percentage.
Reason Bonus (5): The half-grey elf adds +1 to his Reason Subability
Score. This allows the Reason and Knowledge Scores to be up to 5
points apart.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Sword Bonus (5): The half-grey gains a +1 bonus to hit with long and
short swords.
Half-Grugach
Animal Empathy (10): The half-sylvan elves are attuned with nature
just like their elven parent. This means that they have the ranger
ability of animal empathy. This power only works on wild woodland
animals. It has no effect on domesticated animals. If the half-elf
is also a ranger, then he may add +1 to his ability.
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow
Companion (10): The half-elf gains the companionship of a wilderness
creature. Consult the table below:
Die Roll | Creature |
1 | Cat, Elven |
2 | Cat, Great, Mountain Lion |
3 | Dog, Elven |
4 | Eagle |
5 | Falcon |
6 | Falcon, Elven* |
7 | Mammal, Boar, Wild |
8 | Owl |
9 | Stag, Elven* |
10 | DM Choice |
* See New Monsters
Heat Resistance (5): The half-grugach elf gains +1 to all saves
versus fire- and heat-based magic due to his resistance to the
elements.
Infravision (10): The half-elf has infravision out to 60'.
Poison Knowledge (10): The half-elf knows all about naturally
occurring poisons. He knows where it is from, how to counter-act it,
and how to administer the poison. Assume he has the herbalism
proficiency for poisons only.
Set Snares and Pits (10): The half-elf has the set snares
proficiency. He may use this for animals and humanoids alike. He
may also set pit-traps using the same score as his set snares
proficiency.
Speak with Plants (10): The half-grugach elf may speak with plants as
a priest of equal level, one time per day.
Spear Bonus (5): The half-grugach gains a +1 bonus to hit with spears.
Half-High
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow
Companion (10): The half-elf gains the companionship of a wilderness
creature. Consult the table below:
Die Roll | Creature |
1 | Falcon |
2 | Falcon, Elven* |
3 | Cat, Great, Mountain Lion (usually a cougar, but may be any type) |
4 | Cat, Elven |
5 | Dog, Elven |
6 | Boar, Wild |
7 | Stag, Elven* |
8 | DM Choice |
* See New Monsters
Heat Resistance (5): The half-elf receives a +1 bonus to all fire-
and heat-based attacks due to his natural resistance to high
temperatures.
Infravision (10): The half-elf has infravision out to 60'.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Sword Bonus (5): The half-high gains a +1 bonus to hit with long and
short swords.
Half-Rockseer
Companion (10): The half-elf gains the companionship of a
subterranean or wilderness creature. Consult the table below:
Die Roll | Creature |
1 | Bat, Common |
2 | Bat, Large |
3 | Rat, Drow * |
4 | Rat, Giant |
5 | Spider, Hairy |
6 | DM Choice |
* See New Monsters
Infravision (10): 120 feet.
Meld into Stone (10): All may Meld into Stone 1 times per day.
Mining Detection Abilities (10): They have the determine direction
and depth abilities as a dwarf.
Resistance (10): The half-rockseer elf is immune to all elemental
earth spells, 25% of the time.
Stone Shape (10): A character of 9th level or higher may Stone Shape
once per day
Stone Tell (10): Those of 11th level or higher may employ Stone Tell
once per day.
Stone Walk (15): Half-rockseers of 5th or higher level may Stone
Walk (walking through stone as if it were air) for a total distance
of 50 yards once per day. This distance increases by 50 yards per
level beyond 5th. At 10th level they may take 1 additional human-
sized creature with him/her, this number increases at the rate of one
passenger per level beyond 10th. They intuitively sense distances
between passages and caverns separated by walls, so that they always
know whether a stone walk can take them to a safe place or whether
they might be trapped in solid stone at the end of the walk.
Sword Bonus (5): The half-elf receives a +1 bonus to hit with long
swords.
Half-Shadow
Companion (10): The half-elf gains the companionship of a
subterranean or wilderness creature. Consult the table below:
Die Roll | Creature |
1 | Bat, Common |
2 | Bat, Large |
3 | Rat, Drow* |
4 | Rat, Giant |
5 | Slug, Shadow, Giant* |
6 | Spider, Shadow, Giant* |
7 | Roll again |
8 | DM Choice |
* See New Monsters
Infravision (10): The half-elf has infravision out to 90'.
Magic Use (10): The half-shadow elf may cast cantrip one time per day.
Secret Doors (5): Because of their acute senses, half-elves are
quick to spot concealed doors and hidden entranceways. Merely
passing within 10 feet of a concealed door allows the half-elf a 1 in
6 chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Half-Snow
Companion (10): The half-elf gains the companionship of wilderness
creature. Consult the table below:
Die Roll | Creature |
1 | Bear, Black (it is usually a white bear with the same stats) |
2 | Cat, Great, Leopard (Snow, same stats as a leopard) |
3 | Mammal, Wolverine |
4 | Mammal, Goat |
5 | Mammal, Porcupine, Black |
6 | Mammal, Porcupine, Brown |
7 | Roll again |
8 | DM Choice |
Cold Resistance (5): +1 bonus to all saves versus cold- and ice-based
attacks, as the half-elf's body is less susceptible to extreme cold
temperatures. Note, this is cumulative with the bonus that all half-
elves can get, for a grand total of +2.
Infravision (10): The half-elf has infravision out to 60'.
Javelin Bonus (5): +1 to hit with javelins.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance to
find concealed doors.
Set Traps (10): They begin play with the set snares proficiency.
They also begin play with Find (not remove) Traps as a thief of
equal level.
Spear Bonus (5): The half-snow gains a +1 bonus to hit with spears.
Half-Sylvan
Animal Empathy (10): The half-sylvan elves are attuned with nature
just like their elven parent. This means that they have the ranger
ability of animal empathy. This power only works on wild woodland
animals. It has no effect on domesticated animals. If the half-elf
is also a ranger, then he may add +1 to his ability.
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow
Companion (10): The half-elf gains the companionship of wilderness
creature. Consult the table below:
Die Roll Creature
1 Cat, Elven
2 Cat, Great, Mountain Lion
3 Dog, Elven
4 Eagle
5 Falcon
6 Falcon, Elven*
7 Mammal, Boar, Wild
8 Owl
9 Stag, Elven*
10 DM Choice
* See New Monsters
Heat Resistance (5): The half-sylvan elf gains +1 to all saves versus
fire- and heat-based magic due to his resistance to the elements.
Infravision (10): The half-elf has infravision out to 60'.
Speak with Plants (10): The half-sylvan elf may speak with plants as
a priest of equal level, one time per day.
Spear Bonus (5): The half-sylvan gains a +1 bonus to hit with spears.
Half-Valley
Bow Bonus (5): +1 to attack rolls with any bow other than crossbow
Companion (10): The half-elf gains the companionship of a wilderness
creature. Consult the table below:
Die Roll Creature
1 Cat, Elven
2 Dog, Elven
3 Horse, Light riding
4 Falcon
5 Falcon, Elven*
6 DM Choice
*See New Monsters
Heat Resistance (5): The half-valley elf gains +1 to all saves versus
fire- and heat-based magic due to his resistance to the elements.
Infravision (10): The half-elf has infravision out to 60'.
Learn Spells Bonus (10): The half-valley elf may add +5% to his Learn
Spells percentage.
Magic Use (10): The half-valley elf may cast cantrip one time per day.
Secret Doors (5): Because of their acute senses, half-elves are quick
to spot concealed doors and hidden entranceways. Merely passing
within 10 feet of a concealed door allows the half-elf a 1 in 6
chance to notice it. If actively searching, the half-elf's chances
improve to a 2 in 6 chance to find secret doors and a 3 in 6 chance
to find concealed doors.
Sword Bonus (5): The half-valley gains a +1 bonus to hit with long
and short swords.
-----
Society
Most half-elves are raised by their human parents. In fact, some of
the subraces cannot survive with their elven parents (the drow are a
prime example). The breakdown is roughly 40% are raised by humans,
15% by elves, 25% by both, and 20% are solitary. Less than 1% live
in half-elven communities.
These communities tend to be small, averaging 100-1000 members. They
tend to work together, feeling that they cannot trust anyone except
other half-elves. Some of these communities accept other half-
breeds, such as half-orc, half-ogres, half-dwarves, and the rare half-
dragon. Although they are welcome, they are rarely given positions
of authority.
Although the types of societies are varied, there are a few common
ones.
Council: These half-elves choose or appoint a council elder or
members to make the important decisions of their lives. Council
leaders are usually older and wiser than the rest of the community.
These societies tend to be Good or Neutral in alignment.
Outlaw: This type of society is composed of outlaws. They can be
either true criminals or accused criminals. Either way, they do not
trust one another. They are together for the protection of a large
group and that is it. A few rare ones actually try to impose order.
These communities are often Neutral to Evil.
Gypsy: This is rather common among half-elves. They feel a kinship
with one another and enjoy interacting with the rest of the world.
Some feel this is the only way to be accepted. These communities can
be of any alignment, but tend to be Neutral.
Confederacy: This society is confusing for most non-half-breeds.
These half-elves try to represent each of the subraces with a council
that has members of each subrace present. Sometimes this seems to be
the best type, except each council member gets one vote for every
half-elf of the same stock. This can cuase problems with the races
that are not represented well.
Theocracy: There are some societies that feel that their god will
carry them through tough times. A common example are priests of
Beleghir. They form strong societies that care about, not only
themselves, but the other races that live near them.
Militocracy: Some half-elves feel that mercenary is the way to go.
These societies train all their members on fighting techniques.
This is often with weapons, but can include magic use as well.
Their leader is often a mid to high level warrior or warrior/mage.
This list is far from complete, and there are examples of
magiocracies, autocracies, and even feudalism. Of course, the type
of society will depend largely on the dominant subrace.
-----
Kits
All the kits presented here are in the same format as in Player's
Option: Skills and Powers. The variations from this format and the
other is minimal. To save time and space, I have chosen this format.
For those using PO books, remember that the recommended proficiencies
cost one less character point. For those not using the PO books (or
at least not this part). I suggest that all recommended proficiencies
cost the same number of slots if it is from another group. If it is
from a group of proficiencies allowed to the class, then the cost is
either one less, or if the cost is already 1, then add +1 to the
score.
Not all kits are available to all characters. Read the descriptions
carefully. Consult the table at the beginning to see which kits are
available to which classes. Note that some kits are not available to
all the sub-races either, this is noted in the description of the
kit.
Assassin II
Description: The assassin is a hired killer. Their targets are
figures of importance, but sometimes they choose a lesser target to
keep their skills sharp. This particular type of assassin does not
use poisons. Instead, he prefers to kill with his weapons. Usually
this is done at a distance, but can also be done up close.
Requirements: Assassins may not be Lawful Good, and those who are
Chaotic Good or Neutral Good would be very rare. The Lawful Neutral
assassins would probably work for the government. All assassins must
have a minimum 14 Dexterity and a minimum of 13 Intelligence.
Weapon proficiencies: The assassin must choose one weapon to be
specialized in. This costs no character points either for the option
to specialize, nor the actual specialization. He may become a master
at the same level he would be allowed to specialize. This weapon
must be unusual, and can be one of the character's own design (with
the DM's approval).
Recommended nonweapon proficiencies: Bonus: Disguise, Local History,
Required: Alertness, Observation, Recommended: Tightrope Walking,
Tumbling, Tailor/Seamstress, , Forgery, Animal Training, Dancing,
Etiquette, Modern Languages, Rope Use, Herbalism, Read/Write,
Religion, Spellcraft, Blind-Fighting, Cryptography, Jumping, Reading
Lips, Ventriloquism, and Tracking.
Equipment: Most assassins travel light, carrying only what they need.
They usually have a safe house where they store everything else they
own. There is a list of assassin style weapons in the equipment
chapter.
Recommended traits: Alertness, Ambidexterity, Glibness, Precise
Memory, Impersonation, Allure, Lucky
Benefits: He may move silently and hide in shadows as a ranger of
equal level. If this character is already a thief, then he may add
+10% to both skills. The assassin also has the backstab ability
equal to a thief 2 levels lower. If already a thief, then he may add
+2 to his THAC0 when backstabbing (this will increase his bonus to
+6).
Although the assassin does not have to belong to a guild, it is
usually recommended. Most guilds will "offer" a position within.
Those who decline the offer are usually not given a second chance,
they become the next target. The guild usually provides equipment
based on the mission, and sometimes financial support as well.
Hindrances: Being an assassin is a hindrance in and of itself. If
someone finds out your true profession, the sentence is usually
death. All those who know of the assassin's true profession, usually
look down on him. This translates into a -4 reaction adjustment. The
same guild that the assassin belongs to is also a hindrance. He
cannot go against the wishes of the guild without serious
consequences.
Wealth: The assassin begins play with an additional 150% starting
wealth to outfit himself. From that point, he may charge whatever he
feels he can get for his services.
Bowslinger
Description: A bowslinger is a half elven archer. The bowslinger sees
archery as not only an art but also as a science. Extremely proud of
their skill, they practice methodically to maintain and expand their
skills. Bowslingers are adept at the bow and know it. They take
great pleasure in teaching those not as good as them. They are polite
when they win a competition. They will buy the loser a drink and
point out why he lost. Secretly, bowslingers thoroughly enjoy besting
an elf.
Bowslingers are extremely proud when it comes to archery. They feel
that they must be the best archer of any area they visit. Archery
contest are frequent when a bowslinger visits a town or village for
the first time. Opponents he has beaten are offered lessons. A
bowslinger feels compelled to teach the opponent while he is staying
in that particular village.
Requirements: Bowslingers must have a minimum 14 in Dexterity/Aim and
14 Wisdom/Intution. This kit is barred to wizards and clerics (but
some specialty priests may be allowed at the DM's option).
Weapon proficiencies: The bowslinger begins play with proficiency in
any type of bow.
Recommended nonweapon proficiencies: Bonus: Bowyer/Fletcher,
Required: Crowd working, Recommended: Local History, Land-Based
Riding, Etiquette, Gaming, Modern Languages, Throwing, and Hunting.
Equipment: Bow of choice. Bowslingers also used quivers that are
larger and allow for extra arrows to be carried. Bowslinger usually
carry a dagger and sometimes a shortsword. Bow tabs and bracers to
protect hands and arms from the drawn bowstring are usually carried.
Plus any other items that might prove beneficial.
Bowslingers dress in well made clothes of local manufacture. Clothes
are of earthen colors. Bowslingers usually wear hooded cloaks.
Quivers are worn on the back on the outside of these. They rarely
wear armor except when out adventuring. Even then most prefer to go
without it and depend on their own agility or magical defense
(Bracers of Protection). Fletchings are usually of brilliant plumage.
Essentially, bowslingers "scream" that they are archers. They make
little effort to hide their nature upon entering a settlement.
Recommended traits: Ambidexterity and Keen Eyesight
Benefits: Bowslingers are expert shots. In combat, they are
mechanical. They may choose to forgo this each round, and instead
add +1 to hit and damage for each arrow they lessen their rate fire
by. So, if the bowslinger has 3 shots per round, he may instead fire
only two, but they will both be at +1 to hit and damage. Should he
only fire 1, then it is at +2 to hit and damage. In combat
situations, Bowslingers rarely use trick shots. However, should they,
they must go with a 1/1 ROF, they may add their bonus to hit from
reduced rate of fire to this shot..
Bowslingers gain the ability to detect magic bows or arrows. They
start with a 20% chance which increases by 5% per level of
experience. Enchanted bows are discovered by touch and close
examination. Arrows are also but a DM might wish to have the
Bowslinger lay it across his bows and notch it up. Draw it back a bit
"to feel it out". Detecting magical bows and arrows takes 1d4 rounds
of examination.
A Bowslinger can observe another archer and estimate his or her
level. If a Bowslinger spends at least 3 rounds observing another
archer, he can deduce whether the archer is of a higher or lower
level than he. Bowslingers are able to estimate distances with little
room for error. Base chance of 50% with an additional 10% per XP
level.
Hindrances: Bowslingers disapprove of other melee weapons. They
would rather shoot their bows at point blank range (within 30 feet).
If pressed, they will use a short sword. Bowslingers do not have any
prejudices against daggers. In fact, it is their preferred weapon
besides the bow. But they would prefer to feel the grip of the bow
than put it down to take the dagger in hand. They may not be
proficient in any melee weapon other than daggers, short swords, and
quarterstaves. They may learn any ranged weapon however.
Bowslingers view the bow as a science as well as an art. They tend to
think out their shots. Any Trick Shot or rapid series of shots
require time to think out the shot. In shots that use a ROF of 1/1
they apply a -3 penalty to their initative (one phase if using Combat
and Tactics) unless using an ambush tactic.
A Bowslinger is so sure of his own ability that he will not use
enchanted arrows in competition or exhibition. He will not compete
against anyone that wishes to do so. In fact, he will feel insulted
by anyone that wishes to pursue the use of enchanted bows and/or
arrows. In combat it is a different matter.
Wealth: Standard
Harber
Description: Harbers are half elven merchants. Feeling out of place
in both human and elven they choose the path of the traveling
merchant. They use their knowledge of both of their parental
bloodlines to deal commercially with both humans and elves.
Harbers use their understanding of the two races to venture into
human or elven lands and procure goods to sell to the other race.
Besides drawing on their mixed heritage for commercial reasons,
harbers are often called upon as advisors and negotiators to handle
matters concerning the one half of their heritage. Harbers can
usually be found in frontier areas near and around elven lands.
However, many feel compelled to venture out past the lands to seek
distant elven and human lands. They provide a lucrative role to fill
the needs and wants of a community concerning extra racial goods.
Most harbers tend to look upon the merchant life as very adventure
related. To them, bringing in a foreign and exotic product to market
is the goal to any mission. To be known as the only person that has a
particular product is a thrill.
Harbers like to live flamboyant lives. They are fond of good food and
clothes. They enjoy fast horses and even faster women (or men).
Harbers usually have a lady (man) in every port. They are at home in
either the opulent homes of the social elite or the most rough and
tumble portside tavern.
Requirements: All harbers must have a minimum 15 Wisdom/Intution and
a minimum of 14 Charisma/Leadership. They tend to be neutral in one
aspect (like bards), but they may be of any alignment. This kit is
open to all classes but chosen mostly by fighters and rogues.
Weapon proficiencies: Harbers can be found with a varitey of weapons.
Harbers are restricted to one-handed weapons and bows.
Recommended nonweapon proficiencies: Bonus: Local History,
Appraising; Required: Etiquette, Heraldry; Recommended: Animal
Handling, Boat Piloting, Modern Languages, Orienteering, Riding Land-
Based, Seamanship, Weather Knowledge, Ancient History, Read/Write, and
Religion
Equipment: Harbers use whatever they feel is necessary depending on
whether they are selling or on a political mission. They stay within
the restrictions of their class. They can usually be found wearing
rugged, but fine clothing from many different cultures.
Recommended traits: Allure, Alertness, Empathy, Glibness, Internal
Compass, Obscure Knowledge, and Precise Memory
Benefits: Harbers add +2 to all appraising checks.
They are able to mix freely with either humans or elves that are
known to them. New elves or humans are befriended with a
Charisma/Leadership check with a +1 bonus for every 3 levels of the
harber. Harbers are allowed multiple checks in case of failure,
however each new check is penalized by a cumualtive -1.
Harbers gain three free Character Points (1 non-weapon proficiency)
every time they gain a new level. These points may only be used to
gain non-weapon proficiencies. This is addition to normal non-weapon
proficiency slot given for advancement.
Due to their mixed blood, harbers have easier contacts with forest
races. They also socialize easier with other demihumans. Dwarves in
particular, find them easier to deal with than "those frivolous
elves".
A harber's crew (people accompanying him on journey) have great faith
in their employer. Take befriend check number (average Intelligence,
Wisdom, and Charisma) and modify it by +1 for every 3 levels to check
for loyalty in mutiny situations.
Hindrances: Harbers never stay put in one area long. They feel
compelled to offer a fair price for goods (no less than 20% of
appraised value). In turn they will not sell any of their wares for
more than ±50% of what it is worth.
They also feel compelled to pay their hired help (sailors, escorts,
mercenaries, brokers, teamsters, etc.) more than the going rate;
20-30%. These increased wage is usually given as bonuses at the end
of a journey.
If a Harber consecutively fails his befriend checks (see Benefits) he
will eventually give up. His attempts of friendship will be seen as
phony. The people he is trying to befriend will look upon him as
unsavory and he will never be able to gain their trust. This happens
whenever his modified check reaches 0. If this should happen a number
of times equal to his Charisma score, then he forever loses any
benefits of this kit.
Humanoids see the harbers as elven. Gaining their trust and
cooperation is extremely difficult. All friendship checks are
penalized according to humanoid type and their particular history
with elves and humans. Humanoids that are traditionally hostile to
elves will be modified the greatest. Gifts and offerings may lessen
the penalty. Penalty should vary between -2 for distrustful, -4 for
uneasy peace, -6 on the verge of war or just finished a war, -7 down
right hatred.
Wealth: All harbers begin play with an additional 3d100gp to reflect
the money they have accumulated.
Naturalist
Description: The naturalist believes in using nature as it was
designed to be used. Every part of an animal or plant has its use,
and the naturalist uses it. The waste is minimal. They also do what
they can to keep nature in balance, although the reasons vary from
alignment to alignment.
Requirements: The naturalist must have a minimum Wisdom/Intuition of
13. Although they can be of any alignment, there are very few of
evil alignment. Any class may be a naturalist and all the subraces
qualify.
Weapon proficiencies: The naturalist uses mostly bows and spears, but
may use any weapon.
Recommended nonweapon proficiencies: Agriculture, animal handling,
animal training, fire-building, fishing, riding, swimming, weather
knowledge (weather sense), endurance, tracking, hunting, set snares,
survival.
Equipment: They tend to have crude looking equipment, made out of
parts of various animals. It is still very sturdy, and can take the
same punishment as any other equipment. They are restricted to
natural armors, just like druids.
Recommended traits: Animal empathy, climate sense, internal compass
Benefits: The naturalist begins play with the herbalism and animal
lore proficiencies at no cost. They also begin play with survival in
any one environment.
Hindrances: Most naturalists dislike those who destroy nature. Even
the evil ones take offense. They are often seen as terrorists, and
suffer a -2 to all reaction rolls from those who know their
profession. They also have a difficult time in civilization, and
suffer a -2 penalty when in cities (note this is cumulative with the
previous penalty).
Wealth: They begin play with half the wealth of their class, but may
choose equipment that can be easily made in the wild (bags, sacks,
backpacks, rope, etc.).
Peacemaker
Description: The peacemaker is a half-elf who is in touch with both
his human and elven heritage. He wants to help unite both societies
and bring a stronger, greater nation to life. He has seen the
benefits of both races within himself, and feel that he is the
epitome of the future.
Requirements: He must be of any good alignment or LN.
Charisma/Leadership 14, Wisdom/Intuition 13. Although this kit is
open to all classes, it is favored by priests. This is barred to the
half-drow.
Weapon proficiencies: The peacemaker is not a pacifist, however, most
choose weapons that are not devastating. It would be rare to see one
with a two-handed sword or an arquebus. Most choose small, light
weight weapons that are easily recognized as such, but are usually
allowed in society such as daggers, short swords, and quarterstaves.
They must choose at least one weapon that is non-lethal such as the
net, whip, or mancatcher. Optionally, he may specialize in non-
lethal combat techniques.
Recommended nonweapon proficiencies: Bonus: Modern Languages (elven,
common), and diplomacy. Required: persuasion, etiquette.
Recommended: Heraldry, Modern Languages, Ancient History, Local
History, Read/Write, Religion, Riding Land-Based.
Equipment: the peacemaker is free to have any equipment necessary to
his mission or class. He would want to shy away from illegal
equipment, but sometimes even these are necessary for the mission.
Recommended traits: Allure, Empathy, Glibness, Obscure Knowledge,
Precise Memory.
Benefits: The peacemaker has a new spell called Charm Elf or Human
(see new Spells). He may cast this spell one time per week for every
5 levels he possess (for multi-classed characters consider only the
highest level).
When he encounters those who also seek peace and harmony, as well as
most law enforcement personnel (the non-corrupt ones), he has a
reaction adjustment of +2. Whenever the peacemaker is actively part
of a mission of piece, he gains +5% experience points for the mission.
Hindrances: With those who promote war, he has a reaction adjustment
of -2, and with Purists, he has an additional -3 (-5 total). Against
humans and elves, most peacemakers choose not to use lethal force,
preferring instead to avoid confrontation. Should he ever kill an
elf or human he receives experience if he could of avoided it, and
receives only half if he had no choice, due to guilt.
Wealth: Standard for the class.
Purist
Description: The purist despises the fact that he is a half-elf. In
fact, one of his goals is to separate all the half-elves into there
separate races. He strives to prevent the humans and elves from even
meeting each other. The purist goes out of his way to keep the elf-
human relations from getting any better. Many are members of militia
style units who go out of their way to destroy elven and human
societies.
Requirements: All purists must have a minimum 12 Intelligence and a
minimum Wisdom/Willpower of 15 since he is in constant struggle to
retain is identity. Most are Chaotic Neutral, but they can be of any
alignment.
Weapon proficiencies: They prefer slashing weapons, with half their
weapons being slashing. They also may select any ranged weapon with
the same restrictions as his class.
Recommended nonweapon proficiencies: Bonus: Modern Languages (Elven
and Common), Local History, Required: Read/Write (Elven or Common),
Heraldry, Recommended: Disguise, Forgery, Engineering, Fire-Building,
Modern Languages, Riding Land-Based, Rope Use, and Cryptography.
Equipment: The purist prefers whatever weapon is handy at the moment.
They tend to choose their weapon based on their primary personality
(elves choose long or short swords and bows, while humans choose the most
common weapons in the area).
Recommended traits: Alertness, Fast Healer, Obscure Knowledge.
Benefits: The purist is able to cast spells from the school of
Speciation (detailed in the New Spell section). Those who are mages
are considered specialists, and those who are not, may still cast the
spells as a bard of 2 levels lower, but may only cast Speciation
spells.
At the time of creation, the DM rolls percentile dice, with an equal
chance for elf or human. This is the dominant side of the purist.
He favors that particular race, but only to the extent that he won't
overtly attack members of that race, unless necessary. Each time he
wakes up, or is in a very stressful situation, there is a chance that
he changes to the other personality. He must make a Wisdom/Willpower
check. If fails, then there is a 75% chance that he favors his
primary personality, otherwise, he changes to the other side (often a
darker side since it doesn't like being ignored).
Because he is striving to purify the races, he is resistant to
lycanthropy and other shape changing magic. If infected with
lycanthropy, he has a percentage chance equal to his Wisdom/Willpower
+ his level to avoid the affect. For shape-changing magic, he may
add his Wisdom bonus and +2 to his saving throw.
Hindrances: He is usually very rude towards elves, humans, and
half-elves. The primary race for the character suffers a -2 reaction
adjustment, the other race suffers -2. All half-elves who are not
Purists suffer a -3, and Peacemakers suffer -5.
Wealth: They begin play with the standard amount available for his
class.
Searcher
Description: The searcher is always looking for something. Quite often
he is an orphan who wants to know more about his parents and their lives.
He can be found moving from elven to human society always getting more
information. He is usually less concerned with the outside world, unless
it affects his search for the truth.
Requirements: Searchers are very smart, learning things quickly. They
must have a minimum 13 in Intelligence. Although there are no alignment
restrictions, this kit is favored by those of chaotic alignments, and
rarely chosen by those who are evil.
Weapon proficiencies: They are limited to size M weapons, but may choose
long bows and staves as well.
Recommended nonweapon proficiencies: Bonus: Read/Write, Information
Gathering, Required: Heraldry (specialized in elven and human houses),
Local History, Recommended: Etiquette, Heraldry, Modern Languages, Riding
Land-Based, Ancient History, Ancient Languages, Religion, and Cryptography.
Equipment: Searchers are not limited in their choice of equipment,
however most choose to travel light. They favor light armor and weapons,
but can choose almost any.
Recommended traits: Allure, Glibness, Obscure Knowledge, Precise Memory.
Benefits: Because they spend a lot of time looking for answers, all
searchers have the bard's Legend Lore ability. If the Searcher is also a
bard, then he may add +1 to his check. Because he spends a lot of time
doing research, he may add +1 to any Intelligence check (this includes
proficiencies).
Hindrances: Searchers are very concerned with getting the truth.
Sometimes in their quest however, they forget that people lie. They are
very trusting, and as such suffer a -1 penalty to Wisdom.
Wealth: Standard for his class.
Wanderer
Description: The wanderer feels uncomfortable staying in one place for
too long. It may be because he feels like a freak or may feel the urge
of his elven side pulling him out of society. Whatever the reason, he
does not stay anywhere for too long. Many double as wilderness guides or
navigators on ships that are at sea for a short time.
Requirements: Although, not required to be a member of any particular
class, most end up being bards. All wanderers have a minimum
Strength/Stamina 12 and Constitution/Fitness 13. They may be any Neutral
alignment.
Weapon proficiencies: They limit themselves to size M or smaller weapons.
He may also use whips and short bows. Priests may choose hand ax,
machete, and other woodsman weapons since they are needed in the wild
Recommended nonweapon proficiencies: Bonus: Endurance, Local History,
Required: Survival, Recommended: Animal Handling, Animal Training, Boat
Piloting, Cobbling, Fire-Building, Fishing, Modern Languages, Navigation,
Orienteering, Running, Rope Use, Seamanship, Weather Knowledge, Set
Snares, Animal Lore, Hunting, and Herbalism.
Equipment: The wanderer spends quite a bit of time on the road. As such,
they prefer light equipment, and very little of it. They are limited to
chain mail or lighter armor, most preferring studded leather. They also
cannot be more than moderately encumbered or their MV drops to normal
with all the penalties applied (i.e., moderate encumbrance would provide
a MV 6 rather than 8). Many wanderers invest in mounts, since they tend
to do a lot of walking with a lot of weight.
Recommended traits: Alertness, Animal Empathy, Climate Sense, Internal Compass
Benefits: The wanderer spends quite a bit of time walking places. He has
built up quite a pace doing this, and can maintain a movement rate of 15
instead of his normal 12. Whenever he encounters others who are
wandering (pilgrimages, other wanderers, rangers, etc.), they never react
in a hostile manner. In fact they receive a +2 bonus to reaction checks.
Wanderers gain followers as rangers do, using the same table.
Wanderers also gain a +1 bonus to the following nonweapon proficiencies:
riding land-based, animal handling, animal training, and herbalism. He
does not gain those proficiencies, but should he choose them, he gets the
+1 bonus.
Hindrances: He can only spend a short amount of time in cities and
towns. He can spend one day per point of Wisdom/Willpower in town.
After that, he must make a Wisdom/Willpower check to see if he can stay.
There is a -1 cumulative chance for every day after the check is made.
If he fails, he must pack up his stuff and be heading out by the next day.
Wanderers cannot own more than they can carry. They can store excess on
their mount(s), but anything given to party members to "hold on to"
becomes the possession of the one who holds it. Wanderers have a phrase
"Possession is 9/10ths the law."
Many wanderers are claustrophobic. Although it is not a required
hindrance, it is recommended that they choose it.
Wealth: Wanderers must spend all their starting funds. Whatever they do
not use, they lose. They may retain up to 3gp for expenses.
-----
New Equipment
Assassin's Gloves
These gloves are made of a supple leather with a small pouch in the
wrist. This pouch is often filled with a small mount of poison that is
injected through a very small needle in the palm of the glove. Since the
victim almost always feels the prick, the assassin may want to either be
alone, or have a very quick way out. Each glove is easily refilled, but
only holds one dose. These go for a minimum of 50gp for each pair, yet
they are very hard to find even at that price.
Half-Elven Chain
Half-elven chain mail is only slightly lighter than standard chain (25).
It costs about 100gp.
Half-Elven Studded Leather
This armor is a little better than the studded leather armor found in
most societies. The studs are made of a steal/elven steel alloy that is
rather strong and light. It weighs as much as leather armor and provides
an AC of 6. If you use Damage Points, it has 20. Average cost is 30gp.
Snipers' Crossbow
This is a modified light crossbow, with an increase in size to the limbs
and body. The elongation of the limbs gives a larger amount of momentum
to the bolt when it is released. Range is double that of a normal
crossbow. There are special hinges and latches that allow the limbs to be
folded into the body for a quick concealing job. However, every time it
is fired roll 1d6, these hinges will break on a 6 and the crossbow will
become useless. Another option some wealthy assassins use is to attach a
spyglass to the side of the crossbow to be used as a scope. This cripples
the folding ability unless more special additions are made. Due to all
these modifications, it has to use specially made quarrels, called
kill-quarrels.
The base cost for this is 300 GP, with the spyglass costing 1000 more
plus 100 to mount and another 100 to re-enable the folding option.
Tankana
This weapon is very deadly having a blade that some say exists in two
dimensions. It is so sharp, it can cut through some of the hardest
materials (save versus crushing blow at -2). It is a blade roughly 3
feet long. The handle is large enough for two hands, although it is
usually wielded with but one. If any non-skywalker has one in his
possession, it is recommended that he return it to its owner or the church.
Damage
Weapon Type Size S/M L Knockdown Speed
Snipers' Crossbow - M 1d8 1d10 d8 AV(7)
Tankana (one handed) S M 1d10 2d6 d8 FS(4)
Tankana (two handed) S M 2d6 2d6+2 d10 AV(6)
-----
New Spells
School of Speciation
Level 1 Level 2 Level 3 Level 4
Enlarge Discern Sire Monster Summoning I Charm Monster
Enhance Trait Past Life Selective Sterility Degenerate Breed
Find Familiar Teratism I Locate Creature
Mount Unbridle the Wild Beast Monster Summoning II
Polymorph Other
Polymorph Self
Level 5 Level 6 Level 7 Level 8
Animal Growth Appearance Selection Monster Summoning V Final Purity
Mold Offspring Conjure Animals Teratism III Monster Summoning VI
Monster Summoning III Lusus Naturae Polymorph any Object
Teratism II Monster Summoning IV
Level 9
Monster Summoning VII
The school of Speciation focuses on life specific magic. Speciation
directly affects the way living ceratures interact with each other. It
can cause physical changes in creatures, emotional changes, and even
mental changes. It draws its power from several schools, most notably
Alteration. Because of this, Specists (known as purists from this
point), cannot use Abjuration spells. They are also forbidden to learn
Illusion/Phantasm magics since those only create the appearance of
change, while they focus on actually changing creatures.
The school of speciation is available only to the Purist. Superficially,
it resembles the spells of the Merlane (see Dragon 238) and even includes
some of those spells, but by the nature of the Purist it is totally
different. The goal of these spells is to eliminate half-elves and other
crossbreeds so that only the pure races will survive. To this end, some
of the Merlane spells are modified:
Enhance Trait: this is used to give the half-elf the semblance of being
either a full-blooded elf or human.
Discern Sire: functions as normal.
Unbridle the Wild Beast: functions as normal.
Teratism (I, II, & III): Used in two ways- to alter the half-elf to be
permanently more like one race or to reverse the "meddling" of a Merlane.
Degenerate Breed: functions as normal.
Lusus Naturae: This one is almost never used.
Appearance Selection (Alteration, Necromantic)
6th level
Range: Touch
Components: V, S, M
Duration: Special
Casting Time: 3 turns
Area of Effect: one creature
Saving Throw: None
The same purist elves who invented selective sterility are equally behind
appearance selection. This is step two in their war against impurity, of
which selective sterility is step one. This spell has also passed into
human hands.
In the event that selective sterility fails, or was never cast,
appearance selection can alter permanently the appearance of an unborn
child according to the caster's wishes. However, the choices are limited.
The caster can choose for the child to resemble either the race of the
mother or the father. What this spell is essentially doing is drawing on
a single race for the entire appearance, instead of both. As a result, a)
the child will bear an extreme resemblence to the chosen parent, and b)
this spell cannot be cast two generations in a row, as the traits forced
into latency by the spell will innevitably emerge in the next generation.
In a way, this spell is more a delay than a permanent solution.
This spell can only be cast by the will of the child's mother, since it
is cast through contact with the mother through to the child. Once cast,
however, the child will be born with permanent features of the chosen
race. However, these will begin to fade later in life, and another
appearance selection spell cannot reverse this effect (though perhaps a
wish could). A dispel magic cast by a spellcaster of higher level than
the original one, however, can force the latent traits out of latency and
cause a sudden an bizarre change.
This spell only effects the apprearance of the half-elf. He gains no
special abilities such as longevity (as an elf) or the ability to advance
unlimitedly as a human.
The material component is fire agate gem wrapped in leaves from the
lovage plant.
Charm Elf (Enchantment/Charm)
Level: 3
Range: 60 yards
Component: V, S
Duration: special
Casting Time: 2
Area of Effect: one elf or human
Saving Throw: Negates
This spell affects any single elf it is cast upon. The term elf includes
any elves or half-elves.
The elf receives a saving throw vs. spell to avoid the effect, with any
adjustment due to Wisdom (see Table 5). If the elf receives damage from
the caster's group in the same round the charm is cast, an additional
bonus of +1 per hit point of damage received is added to the victim's
saving throw. Note that elves receive a penalty to their resistance to
charms equal -5% per level of the caster.
If the spell recipient fails his saving throw, he regards the caster as a
trusted friend and ally to be heeded and protected. The spell does not
enable the caster to control the charmed elf as if it were an automaton,
but any word or action of the caster is viewed in the most favorable way.
Thus, a charmed elf would not obey a suicide command, but he might
believe the caster if assured that the only chance to save the caster's
life is for the person to hold back an onrushing red dragon for "just a
minute or two." Note also that the spell does not endow the caster with
linguistic capabilities beyond those he normally possesses (i.e., he must
speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed elf's Intelligence
and is tied to the saving throw. The spell may be broken if a successful
saving throw is rolled, and this saving throw is checked on a periodic
basis, according to the elf's Intelligence (see the following table). If
the caster harms, or attempts to harm, the charmed elf by some overt
action, or if a dispel magic spell is successfully cast upon the charmed
elf , the charm spell is broken.
If two or more charm effects simultaneously affect an elf, the result is
decided by the DM. This could range from one effect being clearly
dominant, to the subject being torn by conflicting desires, to new saving
throws that could negate both spells.
Note that the subject has full memory of the events that took place while
he was charmed.
Intelligence Score Time Between Checks
3 or less 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day
Note: The period between checks is the time period during which the check
occurs. When to roll the check during this time is determined (randomly
or by selection) by the DM. The roll is made secretly.
Final Purity (Necromantic, Alteration)
Level: 8
Range: Touch
Components: V, S, M
Duration: Permanent
Casting Time: 1 turn
Area of Effect: 1 half-elf
Saving Throw: Negates
This is the ultimate spell for the purist. It will totally transmute the
target into either a full blooded human or a full blooded elf. A system
shock roll is required or the target dies.
The component needed is the freshly slain corpse of an elf or human,
whichever the half-elf wishes to purge himself of.
Locate Half-Elf (Divination)
Level: 2
Range: 0
Components: V, S, M
Duration: Instantanious
Casting Time: 1 round
Area of Effect: 10 yard radius + 10 yards per level
Save: None
This spell is used to locate any half-elves in a certain area. It will
give the number and location of half-elves but not any specific
information about them. The caster has a 10% chance per spell level of
determining the subrace of the half-elves in the area of effect.
The components are a bowl worth at least 10 GP, with two different
colored sands which are mixed during casting.
Mold Offspring (Necromantic)
Level: 5
Range: Touch
Components: V, S, M
Casting Time: 3 turns
Duration: Permanent
Area of Effect: 2 half-elves
Saving Throw: Negates
This spell is used on half-elven couples who wish to have children,
either secretly or with the couple's consent. It isolates the two racial
halves and when the chid is concieved it will be either a full human (50%)
a full elf (30%) or still a half elf (20%).
The material component is two peiced of different colored yarn twisted
together, which during the casting are pulled apart and burnt.
Selective Sterility (Alteration, Necromantic)
3rd level
Range: touch
Components: V, S, M
Duration: I month/lvl of the spellcaster
Casting Time: 2 turns
Area of Effect: one creature
Saving Throw: Negates
Certain elves, concerned with purity of race, pioneered this spell; but
is known to be equally effective on humans and other demi-human races.
This spell, most traditionally, was cast on young adventuring elves, or
on female elves during time of war, to prevent them from mothering or
fathering any "unwanted" mixed race children. Quite simply, this spell
makes the target sterile in anything but like-race couplings, which are
unaffected.
If the target is an unwilling recipient of selective sterility, then he
or she receives an unmodified saving throw vs. spell. If this succeeds,
the spell fails, but otherwise the spell lasts the duration, unless
dispelled by the caster, a dispel magic, or a wish.
The material component is a vial of alehoof wine (an herbal wine made
from alehoof and grapes) which must be drank or poured over the abdomen
of the recipent.
Split Personality I (Alteration, Enchantment/Charm)
Level: 5
Range: 0
Component: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell causes the caster to split into two people. One is partially
elven and the other is partially human. This could be cast by other
cross-breeds as well, with similar effects.
The two characters share the same attributes. When one is injured, they
are both injured, and when on is healed, they are both healed. They are
aware of the locations of each other as well. They maintain a telepathic
link as well. This allows the half-breed to effectively double his
attacks for the duration of the spell. He may also share proficiencies
and knowledge as he learns it, basically being two places at once.
The elven persona has the half of a full elf's abilities (45% resistance
to sleep, etc.). The human persona does not have infravision, nor any of
the elven or half-elven powers. Both personas look similar, but one is
considered elven and the other human. They both resemble the caster.
If either persona is transported to another plane, then the spell ends
prematurely. When the spell does end, the two are melded back into one
being. The location is determined randomly (either half has an equal chance).
This spell is often used to disguise oneself and to enhance combat.
The material component is a split hair.
Split Personality II (Alteration, Enchantment/Charm)
Level: 9
Range: 0
Component: V, S, M
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
This spell causes the caster to split into two people. One is wholly
elven and the other is wholly human. This could be cast by other
cross-breeds as well, with similar effects. Both personas look similar,
but one is considered elven and the other human. They both resemble the
caster.
The two characters share the same attributes. When one is injured, they
are both injured, and when on is healed, they are both healed. They are
aware of the locations of each other as well. They maintain a telepathic
link also. This allows the half-breed to effectively double his attacks
for the duration of the spell. He may also share proficiencies and
knowledge as he learns it, basically being two places at once.
If either persona is transported to another plane, then the spell ends
prematurely. When the spell does end, the two are melded back into one
being. The location is determined randomly (either half has an equal
chance).
This spell is often used to disguise oneself and to enhance combat.
The material component is a two split hairs, one elven (or the non-human
race) and the other human. Note that some races (the half-dragon, for
example) would use a dragon scale and a hair from his non-dragon half.
-----
New Monsters
Falcon, Elven
CLIMATE/TERRAIN Temperate/Forest, rough/hill, mountain.
FREQUENCY Very Rare
ORGANIZATION Solitary
ACTIVITY CYCLE Day.
DIET Carnivore.
INTELLIGENCE 7
TREASURE N/A.
ALIGNMENT Neutral Good or Neutral.
NO. APPEARING 1.
ARMOR CLASS 5.
MOVEMENT 3 Fl 18 (B)
HIT DICE 2+2
THAC0 18
NUMBER OF ATTACKS 3.
DAMAGE/ATTACK 1-3/1-3/1-4.
SPECIAL ATTACKS dive, screech.
SPECIAL DEFENSES resistance to charm, hide in natural terrain.
MAGIC RESISTANCE nil
SIZE S (2'-3', wingspan of 5'-6')
MORALE Average (8-10)
XP VALUE 420
Description: The elven falcon, also known as the shrieking falcon, is
slightly smaller than other falcons. It ranges in color from light brown
to black with brown being the most common. Although it does not have the
ability to speak, it does understand all elven tongues at birth.
Combat This bird is dangerous to other forest creatures due to its speed.
It can dive and begin its ascent before most creatures can react. It
gains +2 on all attack and damage rolls when using this tactic. It's
claws do 1d3 points each, and it's bite does 1d4. When diving it cannot
use its bite attack.
The shrieking falcon has a screeching attack as well. This causes fear
in all creatures with less than 1 HD. Those with 1 to 3 HD must save
versus paralyzation or run in fear. Those with more than 3 HD are immune
to the effects, but will still feel uneasy. This attack may be used
twice per day.
The falcon may hide in natural surroundings at 90% efficiency, as long as
it remains still. It is also resistant to all charm attacks against it
(50%).
Habitat/Society The shrieking falcon lives in the tree tops or on crags.
They tend to be loners except in mating season, which occurs once every
two years. They befriend elves, halflings, and sometimes gnomes. They
are not avaricious hunters, eating only once or twice a week. Their
preferred food are small rodents and snakes, but they have been known to
scavenge if necessary.
Ecology The elven falcon leads a quiet life, rarely being seen. Their
eggs are often sought by nobles. The eggs can fetch 50-100gp, and are
often eaten or preserved. The eggs are unable to hatch without a parent
present. Some sages speculate that this is because the shrieking falcon
must teach the chick how to screech from within the shell. The feathers
are useful for penning scrolls dealing with sound attacks (i.e., shout,
command, etc.)
-----
Stag, Elven
CLIMATE/TERRAIN Temperate/Forest
FREQUENCY Very Rare
ORGANIZATION Solitary
ACTIVITY CYCLE Day
DIET Herbivore
INTELLIGENCE Very Intelligent (11-13)
TREASURE Nil
ALIGNMENT N
NO. APPEARING 1-2
ARMOR CLASS 6
MOVEMENT 18
HIT DICE 4+4
THAC0 15
NUMBER OF ATTACKS 2
DAMAGE/ATTACK 1-6/1-6
SPECIAL ATTACKS See below
SPECIAL DEFENSES Hide in natural surroundings, poison immunity
MAGIC RESISTANCE Nil
SIZE L (6' at shoulder)
MORALE Unsteady (5-7)
XP VALUE 650
Description: The elven stag, corhsa in elven, is larger than other stags,
standing about 7 feet tall at the shoulder. They are almost always white
or cream colored, but there are a few tan ones. There are legends of the
Black Corhsa, which is smaller. The stories are not told to non-elves.
No one really knows if it truly existed except the elves.
The corhsa is able to understand all languages, and can speak any
language 50% of the time. It can always speak any form of elvish, even
if it is encountering an elf from another world.
Combat The corhsa is able to attack twice per round with its hooves, each
causing 1d6 points of damage. If two are encountered, they may work
together on the same opponent, each causing 2d6 with each hoof. Some
sages think that this is because of their strong bonds.
The elven stag cannot be seen if it remains still in natural
surroundings. Only elves and half-elves have any chance of seeing one
(50% for elves and 10% for half-elves). This allows it to go unharmed
while hunting.
The corhsa is immune to all forms of poison. It is speculated that their
diet is the cause of this, however, some believe just the opposite, that
their diet is caused by their immunity. Elven sages are not saying one
way or the other.
Habitat/Society The elven stag number less than 100 at any given time.
No one knows for sure if this is due to their choice or not. They tend
to look after their elven friends and the cloven creatures of the woods
(deer, elk, stag, etc.) If two are encountered, they are always a male
and female. The elves say that they are a mated pair, but there are no
known instances of corhsa faun. Sages believe that the corhsa faun are
actually invisible until adult hood, but not even true seeing has been
able to locate one.
Ecology The corhsa is an herbivore. Its preferred food being poison oak
and sumac. It can eat nearly any type of plant, but seems to go out of
its way to eat the ones that are poisonous to elves and humans. Some
mages have paid as much as 10,000gp for the hide of one of these noble
creatures. The average price is about 4,000gp. The hide can be used in
the making of elven cloaks (although no elf would wear it, and would
probably attack anyone he saw wearing it). The blood can be used to
create antidotes for any type of poison. Only a drop is needed for one
dose. This sells for 500gp on the open market.
-----
Rat, Drow
CLIMATE/TERRAIN Any subterranean
FREQUENCY Rare
ORGANIZATION Pack
ACTIVITY CYCLE Nocturnal
DIET Carnivore, but can also absorb magic
INTELLIGENCE Semi- (2-4)
TREASURE None
ALIGNMENT NE
NO. APPEARING 2-20
ARMOR CLASS 6
MOVEMENT 12 Br 6
HIT DICE 1
THAC0 20
NUMBER OF ATTACKS 1
DAMAGE/ATTACK 1-2
SPECIAL ATTACKS None
SPECIAL DEFENSES Absorb magic
MAGIC RESISTANCE 50%
SIZE T (1')
MORALE Fanatic (17-18)
XP VALUE 120
Description: The drow rat is small for a rat, even when full grown. It
is pitch black in color except when absorbing magic, when it changes to
violet (in the dark there really is no difference though). It can be
trained to understand up to two languages, but cannot communicate in any
known way. Many drow keep them as house pets or guards due to their
magic absorbing abilities.
Combat The drow rat does not seek out combat to fight. Instead it looks
for magical combat and likes to hide near the battlefield. It can absorb
the magic and actually feed off it. When it does this, it makes a save
versus magic, and, if successful, it absorbs half the power. This means
that the spell or spell like effect is at one half potency. If the rat
fails its save, then it subtracts one point per die of damage or, if
there is no damage (like with charm person), then the rat causes the all
saves against the magic to be at +1. Usually this is such a small
amount, that it can feed for an entire battle, without anyone noticing.
Note that the rat is not taking damage, the effects are simply how the
spells are being affected by the rat. So if a fireball goes off with one
rat nearby, then it will either do -1 per die of damage, or half. The
rat is unaffected. When feeding like this, its magic resistance is
inactive, but it cannot be harmed by magic it is feeding off of.
The rat only needs to feed for about 1-8 rounds before being satiated (If
it feeds normally, then it needs 2d4 rounds, if it manages to feed with
the successful saving throws, then it needs 1d4 rounds). It feeds about
10 times per day due to its high metabolism.
If it must resort to combat, it can bite for 1-2 points of damage. Those
mages who are foolish enough to waste their spells on it, will notice
that it is unaffected and actually seems to be enjoying it. It heals one
point for every level of the spell (1st level spell heals 1 point, 4th
level heals 4 points, etc.)
Habitat/Society The drow rat lives to feed. It serves no other purpose
unless the drow give it one. Those drow who use them, are usually
paranoid or they wish to keep magic out of their home. The drat (a
common nickname given by adventurers), is able to smell magic up to
several hundred yards away, and will sometimes follow a party around
waiting for them to cast spells.
Ecology The drow rat eats nearly any creature smaller than itself. Even
in large numbers, they do not attack larger creatures, instead heading to
the nearest drow community and waiting there for sustenance. The blood
can be used in the ink for scrolls of protection from magic. Some drow
have placed the head of the rat on the head of a rod of absorption.
-----
Slug, Giant Shadow
CLIMATE/TERRAIN Subterranean and damp
FREQUENCY Uncommon
ORGANIZATION Solitary
ACTIVITY CYCLE Any
DIET Omnivore
INTELLIGENCE Animal (1)
TREASURE Nil
ALIGNMENT Neutral
NO. APPEARING 1
ARMOR CLASS 7
MOVEMENT 9
HIT DICE 10+3
THAC0 11
NUMBER OF ATTACKS 1
DAMAGE/ATTACK 1-10
SPECIAL ATTACKS Acid Spit
SPECIAL DEFENSES Immune to blunt weapons
MAGIC RESISTANCE 10%
SIZE H (20')
MORALE Elite (13-14)
XP VALUE 4,000
Description: The giant shadow slug was bred by the shadow elves for a
specific purpose, to defend the home. These slugs do not stray more than
50 feet from the boarder of the shadow elven community.
The shadow slug is very large, being roughly 20 feet long. It has jet
black skin, and leaves a shiny, black trail behind it. They prefer to
eat anything except shadow elves, or anything with at least 50% shadow
elven blood. In fact, there are no known instances of shadow slugs
attacking shadow elves. They are easily trained, but can only learn 1 or
2 tasks. Usually they learn to come when called, and attack.
Combat Shadow slugs have no tactics to speak of. They usually begin with
their acid spit. The first shot has a 20% chance of hitting, and then,
if the target has not moved farther away, the attacks are made at the
normal THAC0. If the target has moved away, then apply another -5% for
every 10 feet the target has moved. The range of the acid is only 90
feet. All varieties of slug are immune to this acid. If it hits, it
does 4d6 points of damage, save versus breath weapon for half.
Their bite is rather nasty, doing 1-10 points of damage, and possibly
destroying armor in the process (save vs. crushing blow).
The slug is completely immune to all blunt attacks. Their supple bodies
are also very strong, being able to batter down wooden doors in less than
a minute. They can use their acid on metal doors. It also has a tongue
very similar to that of the giant slug. It can dig through 1 foot of
earth or 6 inches of wood per round.
Habitat/Society The giant shadow slug was bred for one purpose, defense
of the shadow elves. On rare occasions, they have been sent into combat.
These slugs rarely wander more than 50 feet or so from shadow elven
communities. When they do, they are either looking for food or going
with shadow elves into combat.
Ecology These slugs are big eaters. They need roughly 3 times their body
weight in food every week. They can go up to 5 days without eating, but
this is not recommended. For every day a slug has not eaten, there is a
cumulative 15% chance that it will attack the nearest creature. If it is
a shadow elf, it usually only tries to bite it, but all others are
subject to the acid.
-----
Spider, Giant, Shadow
CLIMATE/TERRAIN Subterranean
FREQUENCY Uncommon
ORGANIZATION Nest
ACTIVITY CYCLE Any
DIET Carnivore
INTELLIGENCE Semi- (2-3)
TREASURE Nil
ALIGNMENT Neutral
NO. APPEARING 2-5
ARMOR CLASS 5
MOVEMENT 15, Wb 12
HIT DICE 5+2
THAC0 15
NUMBER OF ATTACKS 1
DAMAGE/ATTACK 1-6
SPECIAL ATTACKS Surprise, Poison
SPECIAL DEFENSES Hide in shadows
MAGIC RESISTANCE 10%
SIZE L (10')
MORALE Elite (13-14)
XP VALUE 2,000
Description: The giant shadow spider is an accidental creation of the
shadow elves. They were trying to stop an infestation of giant spiders
several centuries ago. During this pest control, magic was flung. A few
spiders who survived, had changed slightly. They limped away to a safer
place to live. The shadow elves kept track of them, and after a few
generations, noticed that the spiders had changed.
They were smaller, but stronger. The spiders were also darker, ranging
from violet to jet black. A few were albino. These spiders had some
interesting new powers and a unique poison. They also lost some
intelligence, but were able to understand the shadow elves language.
Combat The shadow spiders tend to hide and wait for prey to come to them.
They are nearly invisible, hiding with 95% chance of success. The shadow
spider then drops onto its prey (-4 to surprise rolls). Their bite does
1d6 points of damage, and inflicts a deadly, and unique poison.
The poison of the shadow spider affects spellcasters worse than anyone
else. Anyone who can cast spells, must save versus poison at -2. If
they fail, they suffer a loss of their spellcasting abilities. The
spellcaster loses one spell per round from the highest level he can cast.
He also takes one point of damage for each spell level lost in this way.
If he saves, then he takes 1d10 points of damage, just like
non-spellcasters. Non-spellcasters who fail their saves feel weak, and
are at -1 to hit. This is cumulative and lasts for 2d4 days.
Habitat/Society Their webs are extremely thin, yet strong, able to hold
several spiders. They tend to share a network of webs. Shadow spiders
have been known to attack shadow elves, yet do so rarely. The shadow
elves provide them with fresh food, and the spiders provide them with
protection.
Ecology The giant shadow spider is rarely seen outside of the shadow
elven community. When it is, it is definitely hunting for food. Their
poison sells for 100+ gp on the market, but is only good for 1d4 days
outside the spider.
-----
The Gods
Beleghir
(Mighty Lord)
Greater God, Neutral Good (Chaotic tendencies)
Portfolio: Half-elves.
Aliases: None.
Domain Name: Several, including: Arcadia, Elysium, Gladshiem, Happy
Hunting Grounds, Olympus, and the Twin Paradises.
Superior: None.
Allies: All the half-elven gods and elven gods as well as
Mielikki, Thor, Eilistraee, Ishtar, and Frey.
Foes: Lolth, any other evil gods.
Symbol: Six silver stars arched over a silver cresecent moon on a
background of royal blue.
Wor. Align.: Any non evil.
Beleghir was the mortal offspring of the Greater Elven Deity, Corellon
Larethian; and the Elven Princess, Galadriel Calenbirthe; last of the
noble line of House Shannara. Beleghir is the finest example of the
perfection possible within the mixture of human and elven lineage. After
Beleghir was old enough, he left the Elven Nation and traveled wide and
far; gaining fame as an adventurer. Although his ancestry was obscured
at first, Beleghir's history became known after the death of the King
{his Grandfather}, and his mother. The Elven Nation first balked at
having a Half-elven "bastard', but were quickly subdued when the High
Priest of Corellon provided proof of Beleghir's "real' parentage. During
most of Beleghir's reign, the Elven Nation enjoyed a "golden age'. The
large human kingdom that was encroaching on their borders became a
staunch ally largely due to the fact that the kingdom's ruler and
Beleghir were old adventuring companions, and the fact that the human had
been adopted by the prior Elven King, also helped matters greatly.
During this time, it was through Beleghir that work started on the future
home of a special order of mages that were to be headquartered within the
Elven Forest. After 50 years of ruling, Beleghir faced his greatest
trial. He was forced to face the Drow Spider God, Lolth. Since the
first epic battle between Corellon and Lolth, the two were prohibited
from facing each other directly. Thus, Beleghir, as the son of Corellon,
was called upon by his father to do battle with Lolth upon the Astral
Plane. During the battle, Beleghir was able to slay the form of Lolth,
but not Lolth herself, sending her back to the Abyss for another 5,000
years before she could try to gain the Prime Material Plane again.
Although Beleghir won, it was not without a price. Lolth mortally
wounded Beleghir with a special poison that she had prepared for the
battle. All attempts to heal Beleghir's wounds failed, and after a year
of torment, Beleghir asked his father to end the pain. However, due to
being Corellon's son and the special poison, Beleghir didn't actually
die. Instead, Beleghir's mortal shell was burnt away and he ascended
into his divine heritage. Upon his rise to divinity, Beleghir found that
he as the sole deity of a newly recognized race, Half-elves; thus making
him a Greater Power and equal to his father! Sages have theorized that
Beleghir's ashes were scattered across the world when he ascended, and
like the drops of Corellon's blood, his ashes bound the Half-elves to
him; thus making him a deity for Half-elves, and they a recognized race
in the world. As the news of Beleghir's battle and rise spread, so did
the worship of Beleghir. Now, one can find Beleghir worshipped by
various sorts of creatures, as well as along side the current Elven
pantheon; with no hard feelings as Beleghir isn't worshipped in place of
any racial deity, but rather along side the racial deities.
Beleghir's Avatar (See below)
Beleghir can assume the form of any creature of the forest including any
special abilities the creature might have, e.g., a unicorn. While in
animal form, Beleaghir can cast spells without needing any components.
Beleghir's most favored form is an average half-elven adventurer. When
he takes this form, he may choose to be single, or multi classed with the
following levels:
Cleric: 20
Druid: 18
Ranger: 20
Mage: 20 (may cast Wild Magic spells)
Specialist Mage: 20
Thief: 15
Bard: 20
Psionicist: 15
He may appear as any multi-class option even if not normally allowed to
half-elves.
AC -10; MV 24; HP 450; THAC0 varies by class; #AT varies per class; Dmg
by weapon or spell + Strength bonus; MR 97%; SZ M(6 feet)
Str 25, Dex 23, Con 21, Int 23, Wis 25, Cha 23
Spells P: Only when in priest form, W: only in wizard form
Saves (saving throws) PPDM 2; RSW 2; PP 2; BW 2; Sp 2
Special Att/Def: Beleghir has a few innate abilities. The first is
improved invisibility at will. He can use this in any form he takes. He
can also cast a lightning bolt each round that does 50 points of damage,
25 if a successful save versus spells is made. This can also be done in
any form the avatar is in. It requires no components. Beleghir can also
only be hit by +4 or better weapons.
Psionics: PSPs: 2000; Beleghir has any of the psionic powers available to
psionicists native to the world he is on. If Beleghir is not in his
psionicist form, then he is considered to be a wild talent with 5 powers
of his choice and only 500 PSPs.
Beleghir has several weapons and armors that he uses.
Beleghir's Shield: +5 large shield. It has virtually no weight to it,
and has no encumberance value. Any evil being who touches the shield
must save versus Death Magic at -10 or die. Should the lucky soul make
this save, then he takes 10d10 points of damage. Non-worshippers who
touch the shield are stunned for 2 days.Any worshipper of Beleghir who
attempt to take the shield without permission, will be struck dead with
no save. Beleghir's shield can deflect any type of missile, magical or
otherwise. The missile to be deflected can be be from a spell (magic
missile, flame arrow), or from a device (arrow of slaying), or even
simply hurled (javelin of lightning, boulder from a giant). The wielder
must make a successful Dexterity check on 4d6. Beleghir has a 50% chance
of directing the deflection. If a mortal is using the shield, and does
not maintain physical contact with it, the shield will return to Beleghir
immediately.
Beleghir's Cloak of the Winds: This cloak grants flight at Fl 48, MC A.
The cloak can also control winds increasing or decreasing the wind speed
by 10 mph each round. The cloak also grants immunity to all
wind/air-based attacks.
Beleghir's Medallion: This medallion is in the form of Beleghir's holy
symbol, made of the purists components. It creates a triple strength
protection from evil, 10' radius. Once per month, Beleghir may consider
granting a weaker version of this medallion for his most faithful
followers. This lesser version acts as a normal protection from evil,
10' radius.
Beleghir's Sword: +5 defender. This long sword does +10 points of damage
against any tanar'ri or baatezu, as well as any creature that is
connected to the negative material plane. It does 5d10 points of damage
on any successful hit, against ay type of creature. Beleghir's Sword can
also heal the wielder twice per day. The sword also acts as a scarab of
protection and a ring of double strength fire resistance. It also
protects the wielder as if he is the recipient of a protection from
lightning spell.The sword can also absorb lightning bolts, fireballs, and
magic missiles and then release them the following round wherever the
wielder points the sword. This power extends to all similar attacks as
well (chain lightning, red dragon breath weapon, Snilloc's Major Missile,
etc.). For the sword to absord, the wielder must make a successful
Dexterity check on 4d6. The act of aborbing also lowers the wielder's
magic resistance by 50%.The final power grants the wielder the ability to
detect lie as long as he can hear what is being said. This is flawless.
The wielder also has true seeing as per the priest spell of the same
name.Only Beleghir can wield this powerful sword with no ill effects. If
anyone else attempts to even hold it, then the sword acts in all ways as
Beleghir's Shield.
Beleghir's Sphere: This is rarely used, and can only be controlled if in
mage form (single or multi-classed). The sphere is twice as poweful as a
normal sphere of annihilation, and Beleghir has a 100% chance of control.
Only another avatar, or a god-like being can attempt to wrest control.
This attempt is made at -50%. If control is taken, then both the avatar
and the sphere vanish immediately.
Beleghir's Crown: This acts as a hat of disguise. Only those using true
seeing can see through this disguise. The crown also completely protects
the wearer from all mental invasions (i.e., magical or psionic mind attacks).
Other Manifestations
As stated earlier, Beleghir can assume any shape he desires, as long as
it is of any forest creature. Beleghir can also assume any of the
classes mentioned above. Beleghir is a hands-on diety. He enjoys the
company of mortal women often making Zeus look prude. Beleghir prefers
not to become distanced from his followers as so many of the elder gods
have done.
The Church
In the headings in this section, the following abbreviations are used for
character classes: C=cleric, Cru=crusader, D=druid, SP=specialty priest,
Mon=monk, Mys=mystic, Sha=shaman, F=fighter, Pal=paladin, R=ranger, W=all
wizard classes, M=mage, Abj=abjurer, Con=conjurer, Div=diviner,
Enc=enchanter, Ill=illusionist, Inv=invoker, Nec=necromancer,
Tra=transmuter, Spell=spellsinger, T=thief, B=bard. Note that the
spellsinger wizard character class is described in Wizards and Rogues of
the Realms.
Clergy: Cleric, Crusader, Druid, Speciailty Priest, Fighter,
Ranger, Wizard, Thief, and Bard.
Clergy's Align.: Any non-evil.
Turn Undead: Cleric = Yes, all others = No
Cmnd. Undead: None.
As a priest of Beleghir, a person must first of all be non-prejudicial of
other races since Beleghir accepts all races. All priests must lead
exemplary lives for others to follow. They must always strive to drive
evil from the world, especially that of the outer planes and followers of
Lolth. As a priest of Beleghir, a person must be able and not afraid to
use force to get the job done. Beleghir's priests will have many other
varied duties depending on the duties of the temple he resides in. The
high priest is known as the Bishop of
Palitra
Palitra is a beautiful half-grey elf. She is very voluptious and her
kindness radiates from her. It is said that those who wish to destroy
life are blinded by her sight. Beleghir and Kelsar are her strongest
allies, often helping her against the purists and their gods.
Palitra's Avatar (Cleric, 18)
AC 9; MV 15; HP 35; THAC0 19; #AT 1; Dmg touch acts as an emotion
spell;
Special Att/Def: Palitra's touch acts as an emotion spell, with no saving
throw. Also, if anyone actually tries to attack her, he must save versus
spells or suffer immense pain in his abdomen making all actions nearly
impossible (-10 to hit, saving throws, and proficiency checks).
Other Manifestations
The Church
All of Palitra's clergy need to be well versed in herbs and healing so
they may assist with births. They recieve both proficiencies at no cost.
They must always try to assist with a birth when present, even if they
have other non-religious engagements. The common half-elf knows that
Palitra wants her to have healthy children. They also know that Palitra
would like for them to carry on their lives until they die of natural
causes. This tends to keep her priestesses busy, even in small
communities. Her church is about 33% Cleric, 33% Druid, and 33%
Specialty Priestess.
Dogma: All Palitra's followers believe that one should live life as long
as possible, and be given as many chances to do so. Although they won't
always agree with the path chosen by others, they will always assist.
This has led them to help the most evil of half-elves at times. This
help is never without a price however. The evil folk who have recruited
Palitra's clergy have found that everyone they have hurt, has been
alerted to their whereabouts. The priestess keep a close eye on those
who have taken advantage of their faith.
Day-to-Day Activities: Palitra's church is very active in the local
births, providing many mid-wives to those who request them. They are
also present whenever someone is going to brough back to life within
their town. Her followers are expected to donate about 10% of their time
and money to the church to help keep it going.
Important Ceremonies/Holy Days: All bays ae considered holy days, since
someone is born everyday. Each day begins with a small ceremony and a
blessing to all children. Whnever a child is born in the town, a
celebration is begun. This consists of a banquet and a shower with gifts
for the child. It is expected that friends and relatives give these
gifts, but if the family is poor or not present then Pailtra will allow
for the church to give a small gift, often clothing or gold (no more than
50gp).
Major Centers of Worship: There is at least a small shrine to Palitra in
any town that has half-elves. Most are inconspicuous, but a few on Toril
are rather pronounced.
Affiliated Orders: There are no military orders for Palitra as she is
against physical combat. Her followers are not afraid of fighting, they
only see it as unnecessary.
Priestly Vestments: When conducting official church duties, the priests
and priestesses where white robes. They also wear low-soft boots and
small caps. The only thing that sets the high priest or priestess apart
from the rest is the grey mixed into the robes. The more grey, the
higher the rank.
Adventuring Garb: Palitra has few adventurer followers, but those who do
wear white and grey robes.
Mid-Wives (Specialty Priest)
Granted Powers
Spells
Palitra's Child (Necromantic, Alteration)
This spell allows the priestess to do several things to an unborn child.
The child's mother must make a system shock roll, or the spell fails as
she is thrown into convulsions. If the fails the system shock roll, she
must then save versus death magic or die.
The spell can do one of the following things for every 4 levels of the
priestess:
Whenever the mid-wife casts this spell she cannot be trying to influence
any prophesies. If she does so, the spell fails and she suffers anything
that the pregnant woman also suffers.
If the pregnant woman dies while this spell is being cast, then there is
a 70% chance that the child will also die.
Lis
Lis almost literally fell into god-hood. He was a ranger who was
searching for those who destroyed both his parents' civilazations. While
adventuring, he came across a portal that he believed would lead him to
those he sought. Unfortunately he didn't know exactly who he was looking
for. Ending up on one of the many layers of the Abyss, he confronted and
defeated the minor power he was after. Lis had managed to acquire a
powerful artifact that nearly cost him his soul (the Wand of Orcus).
After the battle Orcus arrived to reclaim his wand (which he "allowed"
Lis to carry and use without Lis's prior knowledge). In return, Orcus
granted Lis eternal life. After several centuries wandering the
labrinthine layers of the Abyss, Lis found a portal that should have led
him home. Unfortunately it led to the Ethereal plane where he was caught
in an ether storm. Lis found himself several worlds away from his home.
This is when he encountered Beleghir and Kelsar. Both were looking for
more half-elves to add to their pantheon and immediately recognized Lis.
They offered him more than eternal life.
Lis's Avatar (Ranger, 18)
Lis always carry's a long sword and a long bow (this is a Strength bow
built for 18/00 Strength), which he is specialized with. Both are +3
weapons. He wears no armor, but he does wear bracers of defence AC0. If
Lis strikes any tanar'ri or batezzu, he does double damage (this includes
the +3 being doubled).
AC -4; MV 15; HP 120; THAC0 1; #AT 3; Dmg per weapon +11; MR Nil; SZ M(6
feet)
Special Att/Def: If Lis strikes any tanar'ri or batezzu, he does double
damage (this includes the +3 being doubled).
Other Manifestations
The Church
All followers of Lis begin play with either the survival or direction
sense (orienteering) proficiencies. Lis's followers seek to help others
find their way, either philosophically or realistically. All half-elven
rangers and travelers are welcome in the church. Rangers do not need to
explain their reasons for healing and are not charged for it, no matter
how excessive. Any member of the clergy may be taught how to make his
own heaing potions since Lis believes "Give a man a fish, feed him for a
day. Teach a man to fish, feed him for a lifetime." This will cost the
him some money and time, but these potions are made with all natural
ingredients. If these potions are used for others indiscriminately or
excessively, he will lose all knowledge of how to make them. This
knowledge is remembered and cannot be written down in any way. Only
followers of Lis can learn this skill. Lis's clergy is about 30% ranger,
15% druid, 2% druid/ranger, 10% cleric, 20% Specialty Priest, 13%
Crusader, 10% Fighter.
Dogma: Lis teaches his followers to survive by their wits. Knowledge is
power, and he wants all half-elves to be extremely powerful. Most who
trust Lis, prefer to be independent. They do not rely on others for
survival, but do not turn it down if it is offered. Teamwork is
emphazised over personal gain.
Day-to-Day Activities: Most of the day is filled with learning about the
world. The animals, plants, and geography are cataloged for future use.
Lis expects everyone to contribute new information as soon as possible,
so that others can use it as well. Donations and tithes are not
required. The church will not turn down donations however, and most
followers do what they can to keep the church in operation.
Important Ceremonies/Holy Days: Four times a year (on each equinox), as
many followers as possible gather for a three day celebration (the day
prior until the day after). There is a lot of wine and mead, as well as
a banquet. All travelers are welcome, not just half-elves.
Major Centers of Worship: Lis has no major centers of worship, but there
is usually one near every large city. For Lis, near is roughly three to
five days travel.
Affiliated Orders: A few of the warriors have formed a loose-knit unit
called The Zephyrwolves. The leader is known as the Alpha and his
decisions are final. The rest are expected to assist with all the
necessary work. In order for one to become The Alpha, he must wait for
the current Alpha to either step down or die. There is no combat for
this position unless two or more want it. In this case, all participants
anter a large clearing for unarmed combat. This fight lasts untli only
one stands, but killing is not allowed. Zephyrwolves have pledged to
defend all who do not claim a home. This ranges from outcasts to
outlaws. "Everyone deserves a chance," is a common saying. Zephyrwolves
do not give many chances however. Zephyrwolves often act as both guides
and guards for the equinox celebrations.
Priestly Vestments: Clerics are expected to wear various shades of blues
and greens. Rangers wear greens and browns. Druids wear greens.
Druid/Rangers wear greens and browns but wear their holy symbol proudly.
Zephyrwolves wear the color of the local wolves, with the leader always
in wolfskins. Crusaders and fighters wear blues. The high priest always
wears a combination of all the colors.
Adventuring Garb: The adventuring priests wear the appropriate colors,
but in a camouflaged pattern.
Zephyrwolves (Ranger or Fighter)
Granted Powers
Spells
Wolf Howl (Evocation)
Level: 2
This spell allows the caster to speak to all other clergy members within
range. Anyone who can hear can hear the howl, but only those who follow
Lis can understand what is being said. Wolves seem to also understand
but are not obligated to obey. One sentence per level may be conveyed,
but this must be simple. For example, one could say "There are several
orcs over that ridge." One could not say, "Gluuk, the orcish shaman is
coming."
The phrase takes one round per sentence and needs to travel one round per
level to reach maximum range. So three sentences take three rounds to
howl, and if cast by a 3rd level caster, can travel 3 miles but needs
three more rounds to get there. Each phrase begins its travel the round
following its howl. It can be heard the entire way.
Beleghir (Ideas, comments, critiques, and the Mighty Lord, Beleghir)
It should be noted that the gods were adapted to a generic setting, and
should you encounter them in their original settings, they will be
different. Again, thanks to Beleghir for the very detailed Mighty
Lord.
There are also many, many more who have given all of us ideas and helped
us run with those ideas. I know, for myself, that I cannot even begin to
list all of them. Of course, thanks would not be complete without a
special thank you to the TSR staff. Without their ideas and game, this
work would have never happened. I also would like to thank Sean Reynolds
and Jim Ward for getting the "Online Policy" changed so that I can
distribute this without hassle. Also, thank you Wizards of the Coast for
keeping TSR in business and assisting with the online policy change. I
would like to thank all those who helped encourage this Netbook, and I
would love to see their ideas in print in future editions (if we go that
route).
I hope you enjoy using this material as much as we enjoyed putting it
together. It was a lot of fun, and I think that there will be more works
of this sort in the future.
For those who would like to send me questions, comments, criticism, etc.,
my e-mail address is GenDorsey @aol.com. You can also see me at the TSR
web site as General Dorsey.
(Lady of Birth and Life, The Bright Woman)
Intermediate Power, Neutral
Portfolio: Life, birth, reincarnation, children Aliases: Tralisa (Greyhawk), Haura (Forgotten
Realms). Domain Name: . Superior: Beleghir. Allies: Beleghir, Kelsar. Foes: . Symbol: A yellow circle with a red oak leaf in the
center. Wor. Align.: Any non-evil. The evil worshipperes tend to
come to her when they are pregnant.
Palitra appears on the prime material only when she is desperately
needed. When she does, she is often seen as a gorgeous woman with light,
flowing robes. She wears this regardless of the season or climate. She
only appears if the birth (or miscarriage) of a child will be detrimental
to the society as a whole. She has been known to also appear if a
half-elven hero is still needed, but there is no one who can reincarnate
him.
MR 80%; SZ M (5 feet)
Str 9, Dex 15, Con 16, Int 13, Wis 19, Cha 24
Spells P: 6 of each level, any sphere
Saves (saving throws) PPDM 3; RSW 6; PP 5; BW 4; Sp 4
Palitra has been seen as a fox, a doe, and a tiger. Each form is nearly
pure white with touches of grey. She is seen in these forms when she is
examining an area up close. Some believe that if she saves you while in
this form you will be blessed with healthy children who cannot ever be
ill.
Clergy: Cleric, Druid, Specialty Priest Clergy’s Align. Neutral Turn Undead: All=Yes (including druids) Cmnd. Undead: No
Requirements: Wisdom 14, Charisma 14 Prime Req.: Wisdom and Charisma Alignment: Neutral Weapons: Only small bludgeoning weapons. Armor: None Major Spheres: All, Charm, Creation, Healing, Necromantic,
Summoning Minor Spheres: Divination, Guardian, Protection,
Wards Magical Items: Any normally allowed to priests Req. Profs: None Bonus Profs: Healing, Herbalism.
Level: 4 Sphere: Creation Range: Touch Components: V Duration: Permanent Casting Time: 1 turn for each effect Area of Effect: 1 half-elf Saving Throw: Special
(The Outcast, The Wanderer)
Lesser Power, NG
Portfolio: Outcasts, Wanderers, Travelers,
Rangers. Aliases: None. Domain Name: None, always wandering Superior: Beleghir. Allies: None. Foes: None. Symbol: A leaf blowing in the wind. Wor. Align.: Any.
Lis stands about 6 feet tall, and is rather stocky for a half-elf. He is
half sylvan, and has dark brown hair and green eyes. His body is covered
with mottled browns and greens to help him blend in with his
surroundings.
Str 18/00, Dex 17, Con 16, Int 13, Wis 9, Cha 13
Spells P: As level 18 ranger
Saves (saving throws) PPDM 2; RSW 5; PP 3; BW 2; Sp 3
Lis can be found in almost any natural animal form. If he shows up in
this way, it is usually to guide a half-elven ranger who is lost. On
rare occasions, he provides training or followers if the ranger is in an
area where it would be nearly impossible to find them.
Clergy: Cleric, Druid, Ranger, Fighter, Crusader,
Druid/Rangers, Specialty Priest. Clergy's Align.: Neutral or Good or Neutral
Good. Turn Undead: Cleric= Yes, all others = No Cmnd. Undead: No
Requirements: Charisma 15 Prime Req.: Standard for the class Alignment: Neutral Good. Weapons: Any, but prefer bows and swords. Armor: Any, and shield. Note Rangers are penalized as usual for wearing heavy armor Major Spheres: Rangers = All, Animal, Plant, Travelers. Fighters = All, Travelers Minor Spheres: Rangers = Divination, Elemental, and Healing. Fighters = Animal, Plant Magical Items: As per fighter Req. Profs: Survival or Orienteering (Direction Sense) Bonus Profs: Survial or Orienteering (Direction Sense), whichever is not taken as required.
Sphere: Animal, Travelers
Range: 1 mile per level of the caster
Components: V
Duration: Special
Casting Time: 6
Area of Effect: Special
Save: None
Credits (in alphabetical order)
DMKender (Assistance with kits, spells, comments, ideas, and critiques)
DM Xylon (Assistance with kits, spells, equipment, comments)
EvilKobold (Assistance with kits, spells, comments)
Gen Dorsey (Me, the author)
PrstSyrinx (Assistance with kits, spells, comments, ideas, critiques)
SDR5842887 (Assistance with kits, spells, comments, ideas)
TerraxC (Assistance with kits)
Ugtrid (Assistance with new spells Selective Sterility and Appearance Selection)