Post by Stix on Mar 17, 2009 13:39:49 GMT -5
The dunes and steppes of Athas are home to thousands of tribes of nomadic elves. While each tribe is very different culturally, the elves within them remain a race of long-limbed sprinters given to theft, raiding, and warfare.
An Athasian elf stands between 6½ and 7½ feet tall. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements.
Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves -- an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes.
Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -- an elf warrior can cross better than 50 miles per day. An elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death -- even pregnant women and old elves are expected to keep up with the tribe or be left behind.
While most elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, they can move and protect their goods across the vast wilderness.
Elven culture, while savage, is also very rich and diverse. A given elf can be from a wild, tribal background or from a city state upbringing -- there are many elves that have settled in the cities as bazaar
vendors, and still many more that have been dragged there in chains.
Elves have no great love of creatures outside their tribe. Even when found in the company of others, an elf will keep to himself, often camping near but not directly with his companions. When encountering outsiders, an elf will often fabricate tests of trust and friendship. For instance, an elf might leave a valuable object in the open to see if his new companions attempt to steal it. After a series of such tests, the elf will gradually learn to trust or distrust the outsiders. The severity of these tests of loyalty may take an alarmingly dangerous turn, even revolving around life-threatening situations, before an elf accepts an outsider as an equal.
Elves never ride on beasts of burden. They prefer to run everywhere they travel, even when running might prove slower or others in the elf's party will be taking animal or magical transportation.
Strength: 7 to 20
Dexterity: 14 to 22
Constitution: 5 to 18
Intelligence: 9 to 21
Wisdom: 6 to 19
Charisma: 7 to 20
Size: Medium
Movement Rate: see below
Infravision, 60'
+1 attack with all tribal-made long swords and long bows
–4 to opponents' surprise rolls when not in metal armor
Immune to non-magical extreme temperatures
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Templar".)
Male height range: 6'6" - 7'10"
Female height range: 6' - 7'4"
Male weight range: 160 - 200 lbs
Female weight range: 130 - 170 lbs
Starting age range: 18 - 35
Lifespan: 100 years
Elves begin play with 5 Character Points. They may purchase the following racial abilities:
Haggle (5): The PC can command 5-10% more when selling an item, or reduce the price of an item he is buying by the same percentage.
Illusion immunity (10): The elf is immune to all natural illusions (e.g., mirages) and first-level illusion spells.
Kreen enemy (5): The PC’s racial hatred of all kreen grants a +2 bonus on all attack rolls agains thri-kreen, tohr-kreen, and trin.
Water conservation (10): The elf’s body is extremely efficient in regulating body heat and the need for water, requiring only half as much water on a daily basis.
An Athasian elf stands between 6½ and 7½ feet tall. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements.
Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves -- an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into elven desert tribes.
Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -- an elf warrior can cross better than 50 miles per day. An elven war party on the move is a deadly force of endurance and maneuverability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonorable among elves to ride on an animal unless wounded and near death -- even pregnant women and old elves are expected to keep up with the tribe or be left behind.
While most elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, they can move and protect their goods across the vast wilderness.
Elven culture, while savage, is also very rich and diverse. A given elf can be from a wild, tribal background or from a city state upbringing -- there are many elves that have settled in the cities as bazaar
vendors, and still many more that have been dragged there in chains.
Elves have no great love of creatures outside their tribe. Even when found in the company of others, an elf will keep to himself, often camping near but not directly with his companions. When encountering outsiders, an elf will often fabricate tests of trust and friendship. For instance, an elf might leave a valuable object in the open to see if his new companions attempt to steal it. After a series of such tests, the elf will gradually learn to trust or distrust the outsiders. The severity of these tests of loyalty may take an alarmingly dangerous turn, even revolving around life-threatening situations, before an elf accepts an outsider as an equal.
Elves never ride on beasts of burden. They prefer to run everywhere they travel, even when running might prove slower or others in the elf's party will be taking animal or magical transportation.
Strength: 7 to 20
Dexterity: 14 to 22
Constitution: 5 to 18
Intelligence: 9 to 21
Wisdom: 6 to 19
Charisma: 7 to 20
Size: Medium
Movement Rate: see below
Infravision, 60'
+1 attack with all tribal-made long swords and long bows
–4 to opponents' surprise rolls when not in metal armor
Immune to non-magical extreme temperatures
Dexterity | Movement Rate |
12-13 | 13 |
14-15 | 14 |
16 | 15 |
17 | 16 |
18 | 17 |
19 | 18 |
20 | 19 |
21 | 20 |
22 | 21 |
Fighter | Ranger | Gladiator | Defiler | Preserver | Cleric, Air | Cleric, Earth | Cleric, Fire | Cleric, Water | Druid | Templar | Thief | Bard | Trader | Psionicist |
14 | 16 | 10 | 16 | 15 | 20 | 12 | 15 | 16 | N/A | 16 | 12 | N/A | 16 | Unlimited |
Multiclass options:
Fighter/Mage
Fighter/Cleric
Fighter/Thief
Fighter/Trader
Fighter/Psionicist
Mage/Cleric
Mage/Thief
Mage/Trader
Mage/Psionicist
Cleric/Thief
Cleric/Trader
Cleric/Psionicist
Thief/Trader
Thief/Psionicist
Trader/Psionicist
Fighter/Mage/Cleric
Fighter/Mage/Thief
Fighter/Mage/Trader
Fighter/Mage/Psionicist
Fighter/Cleric/Thief
Fighter/Cleric/Trader
Fighter/Cleric/Psionicist
Fighter/Thief/Trader
Fighter/Thief/Psionicist
Fighter/Trader/Psionicist
Mage/Cleric/Thief
Mage/Cleric/Trader
Mage/Cleric/Psionicist
Mage/Thief/Trader
Mage/Thief/Psionicist
Mage/Trader/Psionicist
Cleric/Thief/Trader
Cleric/Thief/Psionicist
Cleric/Trader/Psionicist
(Any "Fighter" entry can be replaced with "Ranger". Any "Mage" entry can be replaced with "Defiler" or "Preserver". Any "Cleric" entry can be replaced with "Templar".)
Male height range: 6'6" - 7'10"
Female height range: 6' - 7'4"
Male weight range: 160 - 200 lbs
Female weight range: 130 - 170 lbs
Starting age range: 18 - 35
Lifespan: 100 years
Elves begin play with 5 Character Points. They may purchase the following racial abilities:
Haggle (5): The PC can command 5-10% more when selling an item, or reduce the price of an item he is buying by the same percentage.
Illusion immunity (10): The elf is immune to all natural illusions (e.g., mirages) and first-level illusion spells.
Kreen enemy (5): The PC’s racial hatred of all kreen grants a +2 bonus on all attack rolls agains thri-kreen, tohr-kreen, and trin.
Water conservation (10): The elf’s body is extremely efficient in regulating body heat and the need for water, requiring only half as much water on a daily basis.