Racial
Abilities
90% resistance vs. sleep and all charm-related spells.
90% resistance vs. telepathic psionic/psychic powers.
The Reverie: elves do not sleep; in reverie (a semiconscious meditative
state), past memories, both pleasant and unpleasant, are vividly
relived for 3 to 6 hours. This is the only rest needed.
Sword bonus - +1 bonus to attack rolls when using a long or short
sword.
Bow bonus - +1 bonus to attack rolls with long or short bows.
Elvensight: can see by starlight or moonlight as well as a human
sees by day.
Infravision - 60' infravision range.
Stealth - When the 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 the elf has to open a door.
Resistance to heat and cold in natural environment: quite comfortable
within 32 to 100 degree temperature ranges.
As long as not attacking, may move through natural terrain and only
be spotted by someone who can spy invisible objects.
Communion with 1 to 4 other elves, once per week maximum.
Manifestation in natural or elven-shaped environment: +3 (or -3
for enemies) modifier on reaction checks.
Unique Abilities
Lay on Hands for 1d6+13 points (once per day)
Remove Paralysis & Cure Blindness or Cure Disease as a 7th level
Priest (once per day)
25% Resistance to Invocation/Evocation magic
QUEYOLS ALL-SPEAKER ABILITIES:
Dreams are an uncommon occurrence among elves, who usually relive
past memories in the meditative state known as the reverie. However,
not long after the end of the Godswar (Time of Troubles), Queyol
had a most special dream. In this vision Ariel Manx (a.k.a. Midnight)
came to him. A close friend and ally since he had joined "the
Company of the Tablets of Fate" in Tantras, Midnight had ascended
the Celestial Staircase upon the conclusion of the Time of Troubles
to take the place of the deceased goddess Mystra. In the dream,
the deity expressed her gratitude to Queyol for his loyal service
in retrieving the Tablets of Fate and she asked him the question:
"If you could have a wish, what would it be?" Queyols
response took little effort on his part; after all it was only a
strange dream - so he thought! He replied, "I have many interests,
but I have always been most fascinated by languages. That is why
I have served as an interpreter, hiring myself out to adventuring
companies, for so many years. If I did have one wish, it would be
to know all the languages of the world." So it was that the
reborn human goddess of magic, Mystra, granted her steadfast elven
friend his wish.
After Queyol awoke he felt no different, but within the next few
days he would realize the full impact of his vision. He would eventually
gain the moniker of "the All-Speaker", a nickname which
is not entirely accurate, but very close to it!
The Explorer Kit
Learned scholar, historian, adventurer - the Explorer is a compatriot
of the Collector (PHBR 8-Elves). They serve the purpose of studying,
retrieving, and preserving the past. Among the Eleven people they
may be known as "wandering sages," although these elves
generally refer to themselves as "lore finders." In the
outlands they may be known by different names. The name commonly
used by humans, and other outlanders, is "explorer."
The Explorers life revolves around knowledge for knowledges
sake and a healthy fascination with all things past. Most of all,
the Explorer is a rover - devoted to lost lore and willing to endure
any hardship to uncover its long hidden secrets.
The Explorer must have a minimum Constitution and Intelligence score
of 12, and a minimum Wisdom score of 9. So long as they are Elven
and fulfill the necessary Ability Requirements; "lore finders"
may come from just about any background.
The Elven Explorer often studies the lives of ancient peoples by
excavating, recording, and preserving relics, artifacts, etc. The
Explorer treats the things he, or she, finds as vital clues to the
culture that made and used them. Even the study of coins may reveal
much.
Some sites are easy to find (although they may be difficult to get
to) because they lie above ground. But most sites are hidden below
the surface. Many such sites come to light entirely by chance. Natural
causes, such as a river eroding its banks, could reveal some long
forgotten remains.
*Role: Explorers are respected members of their societies,
but they are rarely seen. They may spend half a lifetime away on
archaeological and survey expeditions. The Explorer may often travel
in the company of Elven Collectors (see Elves, PHBR 8), making sure
that Elven items in non-Elven hands return to the Fey.
They are first and foremost - wanderers. The Explorer will rarely
turn down the chance to join an adventuring company; especially
if they are already "going his (or her) way." To adventure
is an unparalleled opportunity to experience new cultures (past
and present), acquire new devices, and accumulate all manner of
first hand information.
These "wandering sages" are a strange mix of Marco Polo
and Indiana Jones, with a dash of J.R.R. Tolkiens
Gandalf or Terry Brooks, Allanon thrown
in for good measure. Explorers have a deep seeded need to eliminate
any gaps in the history of recorded knowledge. It is as much for
themselves as for the Elven community that they set out on their
journeys. Remember, just as Ponce De Leon was willing to stake so
much on discovering the location of the "fountain of youth,"
so too is the Explorer a chaser of myths and legends.
*Secondary Skills: Historian/Sage, Navigator, Scribe, or
Trader/Barterer are all appropriate choices for the Explorer-kit.
*Weapon Proficiencies:
Bonus- None.
Required- None.
Recommended- Black jack, dagger/dirk, short sword, &
short bow; generally compact, easily portable weapons which may
be used in confined spaces such as dungeons or tombs.
*Non-Weapon Proficiencies:
Bonus- Ancient History, Engineering, and *Archaeology.
Required- Languages, modern and Reading/Writing.
Recommended- (General) Artistic Ability, *Cartography, Direction
Sense, Etiquette, *Geology, Heraldry, Languages, & Land-Riding.
(Priest/Wizard) Ancient History, Ancient Languages, Astrology, *Botany,
& Religion. (Rogue) Alertness, Appraising, & Observation.
(Warrior) Endurance, Mountaineering, Navigation, *Orienteering,
& Survival.
*Equipment: All Explorers carry a set of archaeological
tools (brushes, delicate digging instruments, files, etc.), which
are not much different from a thiefs picks & tools.
Every Explorer carries those items necessary for this life of frequent
travel. Simple things like good boots, backpack, and hammock, are
essential to the Explorer. As high quality outdoor gear is much
more accessible in an Elven setting, Explorers take great care in
how they are equipped.
*Distinctive Appearance: Elven Explorers have no distinctive
appearance, other that they favor practical, rugged clothing and
are comfortable hiking and camping out of doors.
*Special Benefits:
Legend Lore Elven Items 10% per level of XP
Legend Lore Non-Elven Items 5% per level of XP
NWP Bonuss (*Archaeology)
(Ancient Elven History)
(Engineering)
*Special Hindrances: Elven Explorers have no hindrances,
save for their insatiable curiosity.
*Wealth Options: An Explorer starts with the coin standard
for his or her character class.
*Suggested Elf Subraces: Moon elves are said to make up
a large majority of Explorers. However, any elf may become a "wandering
sage" of the TelQuessir.
|