Racial
Abilities Infravision [Dark Elf] - 120'
infravision range.
Resistance 90% - 90 percent resistant to sleep and charm-related
spells.
Secret doors - Because of their acute senses, elves are quick to
spot concealed doors and hidden entranceways. Merely passing
within 10' of a concealed door allows an elf a one-in-six chance
(a 1 on 1d6) to notice it. If actively searching, an elf's chances
improve to a two-in-six chance (1 or 2 on 1d6) to find secret
doors, and a three-in-six chance (1, 2, or 3 on 1d6) to notice a
concealed door.
Spell abilities - Once a day the elf can cast faerie fire, dancing
lights, and darkness as a priest or wizard of the same level. When
the character reaches 4th level, he can add levitate, detect
magic, and know alignment.
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.
Turning Undead:
Skeleton or 1 HD: |
10 |
Wight or 5 HD: |
20 |
Mummy or 7 HD: |
- |
Ghost or 10 HD: |
- |
Zombie: |
13 |
Ghast: |
- |
Spectre or 8 HD: |
- |
Lich or 11+ HD: |
- |
Ghoul or 2 HD: |
16 |
Wraith or 6 HD: |
- |
Vampire or 9 HD: |
- |
Special: |
- |
Shadow or 3-4 HD: |
19 |
|