|
Post by TheGratefulNed on Apr 16, 2007 21:25:04 GMT -5
Str: 9 to 18 Dex: 14 to 20 Con: 7 to 16 Int: 12 to 20 Wis: 7 to 16 Cha: 9 to 18
Size: Medium Base Speed: 40 Low-light Vision +4 to saves vs. climate effects Bonus Weapon Group: Bows, Light Blades, or Heavy Blades Elf Run -4 Racial penalty to Ride -6 Racial penalty to Swim Favored Class: Rogue
Elf Run: After a minute of warm-up and a Concentration check (DC 10), elves can induce an elf run state. This state allows elves to hustle for long distances as easily as a human can move normally, and run for long distances as easily as a human can hustle. Each day that elves continues the elf run, they must make additional Concentration skill checks to maintain their elf run state: A trivial check (DC 10) on the second day, an easy check (DC 15) on the third day, an average check (DC 20) on the fourth day, a difficult check (DC 30) on the fifth day, and an heroic check (DC 40) on the sixth day. Once the elf fails a Concentration skill check, he loses elf run benefits and suffers normal penalties for extended hustling and running as described in chapter 9 of the Player’s Handbook. After a full day’s rest, the elf may attempt again to induce an elf run state. With a group of elves, runners add their leader’s Charisma bonus both to their movement rate and to any Fortitude checks related to movement.
|
|