Potestas: a D&D3E supplement
Chapter Two: Races
Elves (arcane fey)
Elves are arcane creatures of nature and the wilderness. There are numerous
variations among the elves, from those of Glendal in the south-east to Bawa
in the north-west, but they typically resemble beautiful and unearthly members
of the predominant mortal race (human, kattar or davinan). For example, those
of Glendal typically have pointed ears and cat-like eyes. In all places they
live in greatest numbers in the untamed forests and jungles, away from the mortal
races who clear the land and fetter it with farms and fields.
Elves are frequently ruled by their emotions, and can change from flighty and
fickle to vengeful and murderous in a heartbeat. Like all arcane creatures,
they do not die of natural diseases or old age: if killed, they are eventually
reborn as another elf and slowly regain some memories of their past life or
lives. Belief in the True Faith cannot free elves from the Cycle of Arda.
Elves can interbreed with humans, kattar and davinans, and the offspring of
such unions are fertile.
Racial Traits
- Medium Size: elves have no special bonuses or penalties
due to their size.
- Characteristic Modifiers: +4 Dexterity, +4 Charisma.
- Base Speed: 30 feet.
- Low-Light Vision: elves can see twice as far as humans,
kattar and davinans in starlight, moonlight, torchlight, and similar conditions
of poor illumination, and can distinguish colours without difficulty.
- Immunities: elves cannot be affected by magic sleep
spells and effects, and are immune to all non-magical diseases and aging effects.
- Saving Throws: +2 racial bonus on saving throws against
Enchantment spells or effects.
- Damage Reduction: elves have DR 5/metal because they are
nature spirits, and unforged weapons made of wood and stone are less effective
against them.
- Weapon Proficiencies: elves receive the Martial Weapon
proficiency feats for bows, longsword, rapier and shortsword.
- Keen Senses: +2 racial bonus on all Listen, Search and
Spot checks.
- Immortality: elves retain much of their personality and
memories from life to life, and gain a +2 racial bonus to skill checks with
all Intelligence skills because of their previous experiences.
- Spell-Like Abilities: elves with a Charisma score of at
least 10 choose three spells from the 0 Level arcane spell list. They can
use each spell 1/day as a spell-like ability. Caster Level 1st; save DC 10
+ elf's Cha modifier. These three spells represent the elf's inherent magical
aptitudes and preferences: the first time the elf takes a level of sorcerer
or bard, these spells must be chosen as intuitively known spells.
- Automatic Languages: all elves automatically speak their
elven language and the local language.
- Favoured Class: Sorcerer.
- Level Adjustment: +2.
maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 2 August 2003