Elf (Tiberium Rising Supplement)
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Also see the elf creature listing.
Elves are Vasuda's longest lived race, and many have time for higher pursuits, such as magic and history. While many are content to accept the Church's teaching that all was chaos prior to Saint Cuthbert, some elves are convinced that something is amiss with the lack of any type of record. To this end, elven mages have attempted to use magic to pierce the vale of time prior to -13 KTR (the beginning of recorded elven histories), though to no avail.
Elves are almost as reclusive as dwarves, preferring to create villages hidden amongst to trees. Indeed, there are likely several clans of elves that have never been found, lurking deep in the Califon and Brocton forests. However, more academic elves must mingle with others in order to learn more about the history and magic they study, and can often be found studying in Leningrad or Cambridge. Elves generally trust halflings, since they deal with them more often than any other race, as halflings mediate most trades. Elves work passably well with dwarves, though this is likely because the species give each other a wide berth. Elves never work with orcs, regarding them as uncultured brutes
Combined with the short lifespan of humans, their willing separation from nature, and their insistence on forming large nations (a concept anathema to most elves), many elves avoid humans. Many elven scholars distrust the Knights' Templar's record of history, and a few are convinced that humans have something to do with the lost history of Vasuda. Many humans attempt to bridge the divide between the two races, to varying degrees of success. Some elves find the ever-impending demise of humans seems to spur them to untold heights of innovation, and admire humans' will to risk their lives for esoteric beliefs.
Elven reliance on magic guaranteed that Tiberium would be regarded as an anathema. Certain clans of elves are willing to stifle their distrust of humanity to aid the Church's efforts to remove Tiberium, and many scholars joined the Empire of Lenin in study of the crystal. Elves were the hardest hit by mutation, since their weak constitution made them more likely to die in early stages of poisoning.
- +2 Dexterity, –2 Constitution.
- Humanoid (Elf).
- Medium: As Medium creatures, high elves have no special bonuses or penalties due to their size.
- High elf base land speed is 30 feet.
- Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
- Low-Light Vision: A high elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
- Weapon Proficiency: High elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
- +2 racial bonus on Listen, Search, and Spot checks. A high elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
- Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
- Favored Class: Wizard. A multiclass high elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.
- Level Adjustment: +0.
|Middle Age1||Old2||Venerable3||Maximum Age|
|175 years||263 years||350 years||+4d% years|
|Gender||Base Height||Height Modifier||Base Weight||Weight Modifier|
|Male||4’ 5”||+2d6||85 lb.||× (1d6) lb.|
|Female||4’ 5”||+2d6||80 lb.||× (1d6) lb.|
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