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    Ogre in the Playground
     
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    Default [D&D 3.5 races] Elven variety, Elves of the Elements

    Inspired by the Fire Elf in Unearthed arcana, i've decided to expand upon it. This includes, only, the verities of elves presented in the monster manual (excluding aquatic elf). Enjoy.

    Elves of Air
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    Air Elf
    -+4 Dexterity, -4 Constitution
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the earth subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the earth subtype or used by creatures of the earth subtype.
    - Breathless (Ex); Immunity to drowning, suffocation, and attacks that require inhalation
    - Favored Class: Wizard

    Air Drow
    -+4 Dexterity, -4 Constitution, +2 Intellect, +2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -+2 racial bonus on Will saves against Spells and Spell-like abilities
    -Low-Light Vision
    -Darkvision 120 feet
    -Light Blindness
    -Spell resistance (11 + class levels)
    -Spell-like Abilities: Dancing lights 1/day, Darkness 1/day, Faerie Fire 1/day
    -Weapon Proficiency: Hand crossbow, Rapier, Short sword
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the earth subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the earth subtype, or used by creatures of the water subtype.
    - Breathless (Ex); Immunity to drowning, suffocation, and attacks that require inhalation
    - Favored Class: Wizard (male) or Cleric (female)
    -Level adjustment: +2

    Grey Air Elf
    -+4 Dexterity, +2 Intellect, -4 Constitution, -2 Strength
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the earth subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the earth subtype or used by creatures of the earth subtype.
    - Breathless (Ex); Immunity to drowning, suffocation, and attacks that require inhalation
    - Favored Class: Wizard

    Wild Air Elf
    -+4 Dexterity, -2 Constitution, -2 Intellect
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the earth subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the earth subtype or used by creatures of the earth subtype.
    - Breathless (Ex); Immunity to drowning, suffocation, and attacks that require inhalation
    -Favored Class: Sorcerer

    Wood Air Elf
    -+2 Strength, +2 Dexterity, -2 Constitution, -2 Intellect
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the earth subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the earth subtype or used by creatures of the earth subtype.
    - Breathless (Ex); Immunity to drowning, suffocation, and attacks that require inhalation
    -Favored Class: Ranger


    Elves of Earth
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    Earth Elf
    -+2 Strength, -2 Constitution
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the air subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the air subtype or used by creatures of the air subtype.
    - Stability: +4 on ability checks made to resist being bull rushed or being tripped when standing on the ground.
    - Favored Class: Wizard

    Earth Drow
    -+2 Strength, -2 Constitution, +2 Intellect, +2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -+2 racial bonus on Will saves against Spells and Spell-like abilities
    -Low-Light Vision
    -Darkvision 120 feet
    -Light Blindness
    -Spell resistance (11 + class levels)
    -Spell-like Abilities: Dancing lights 1/day, Darkness 1/day, Faerie Fire 1/day
    -Weapon Proficiency: Hand crossbow, Rapier, Short sword
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the air subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the air subtype or used by creatures of the air subtype.
    - Stability: +4 on ability checks made to resist being bull rushed or being tripped when standing on the ground.
    - Favored Class: Wizard (male) or Cleric (female)
    -Level adjustment: +2

    Grey Earth Elf
    -+2 Intellect, -2 Constitution
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the air subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the air subtype or used by creatures of the air subtype.
    - Stability: +4 on ability checks made to resist being bull rushed or being tripped when standing on the ground.
    - Favored Class: Wizard

    Wild Earth Elf
    -+2 Strength, -2 Intelligence
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the air subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the air subtype or used by creatures of the air subtype.
    - Stability: +4 on ability checks made to resist being bull rushed or being tripped when standing on the ground.
    - Favored Class: Sorcerer

    Wood Earth Elf
    -+4 Strength, -2 Constitution, -2 Intelligence
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the air subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the air subtype or used by creatures of the air subtype.
    - Stability: +4 on ability checks made to resist being bull rushed or being tripped when standing on the ground.
    - Favored Class: Ranger


    Elves of Fire

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    Fire Elf
    -+2 Dexterity, -2 Constitution, +2 Intellect, -2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the water subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
    - Resistance to fire 5
    - Favored Class: Wizard

    Fire Drow
    -+2 Dexterity, -2 Constitution, +4 Intellect
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -+2 racial bonus on Will saves against Spells and Spell-like abilities
    -Low-Light Vision
    -Spell resistance (11 + class levels)
    -Spell-like Abilities: Dancing lights 1/day, Darkness 1/day, Faerie Fire 1/day
    -Weapon Proficiency: Hand crossbow, Rapier, Short sword
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the water subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
    - Resistance to fire 5
    - Favored Class: Wizard (male) or Cleric (female)
    -Level adjustment: +2

    Gray Fire Elf
    -+2 Dexterity, -2 Constitution, +4 Intellect, -2 Charisma, -2 Strength
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the water subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
    - Resistance to fire 5
    - Favored Class: Wizard

    Wild Fire Elf
    -+2 Dexterity, -2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the water subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
    - Resistance to fire 5
    - Favored Class: Sorcerer


    Wood Fire Elf
    -+2 Dexterity, -2 Constitution, +2 Strength, -2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the water subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the water or cold subtype, or used by creatures of the water subtype.
    - Resistance to fire 5
    - Favored Class: Ranger


    Elves of Water
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    Water Elf
    -+2 Dexterity
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the fire subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the fire subtype or used by creatures of the fire subtype.
    - Natural Swimmer: Possess a swim speed equal to land speed, doesn't need to make a swim check to swim, +8 racial bonus on any swim check to preform some special action. Can take 10 on a swim check, even if distracted. Can use run action while swimming
    - Favored Class: Wizard

    Water Drow
    -+2 Dexterity, +2 Intellect, +2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -+2 racial bonus on Will saves against Spells and Spell-like abilities
    -Low-Light Vision
    -Darkvision 120 feet
    -Light Blindness
    -Spell resistance (11 + class levels)
    -Spell-like Abilities: Dancing lights 1/day, Darkness 1/day, Faerie Fire 1/day
    -Weapon Proficiency: Hand crossbow, Rapier, Short sword
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the fire subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the fire subtype, or used by creatures of the fire subtype.
    - Natural Swimmer: Possess a swim speed equal to land speed, doesn't need to make a swim check to swim, +8 racial bonus on any swim check to preform some special action. Can take 10 on a swim check, even if distracted. Can use run action while swimming
    - Favored Class: Wizard (male) or Cleric (female)
    -Level adjustment: +2

    Grey Water Elf
    -+2 Dexterity, +2 Intelligence, -2 Strength
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the fire subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the fire subtype or used by creatures of the fire subtype.
    - Natural Swimmer: Possess a swim speed equal to land speed, doesn't need to make a swim check to swim, +8 racial bonus on any swim check to preform some special action. Can take 10 on a swim check, even if distracted. Can use run action while swimming
    - Favored Class: Wizard

    Wild Water Elf
    -+2 Dexterity, +2 Constitution, -2 Intelligence
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the fire subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the fire subtype or used by creatures of the fire subtype.
    - Natural Swimmer: Possess a swim speed equal to land speed, doesn't need to make a swim check to swim, +8 racial bonus on any swim check to preform some special action. Can take 10 on a swim check, even if distracted. Can use run action while swimming
    - Favored Class: Sorcerer

    Wood Water Elf
    -+2 Dexterity, +2 Strength, -2 Intelligence
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Low-Light Vision
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +1 racial bonus on attack rolls against creatures of the fire subtype.
    - -2 penalty on all saving throws against spells, spell-like abilities and supernatural abilities with the fire subtype or used by creatures of the fire subtype.
    - Natural Swimmer: Possess a swim speed equal to land speed, doesn't need to make a swim check to swim, +8 racial bonus on any swim check to preform some special action. Can take 10 on a swim check, even if distracted. Can use run action while swimming
    - Favored Class: Ranger


    Elves of Shadow
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    Quite simply, if you want an elf of the plane of shadow, simply throw the dark creature template it it. But to make one's job easier..

    "Dark" Elf
    -+2 Dexterity, -2 Constitution,
    -Medium
    -Speed: 40 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Superior Low-Light Vision
    -Darkvision 60 ft.
    -Hide in Plain Sight (Ex): Use the hide skill, even while being observed (Except in natural daylight, the area of the daylight spell, or similar effects)
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +8 Hide, +6 Move Silently
    - resistance to cold 10
    -Level Adjustment: +1
    - Favored Class: Wizard

    "Dark" Drow
    -+2 Dexterity, -2 Constitution, +2 Intellect, +2 Charisma
    -Medium
    -Speed: 30 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -+2 racial bonus on Will saves against Spells and Spell-like abilities
    -Superior Low-Light Vision
    -Darkvision 120 feet
    -Light Blindness
    -Hide in Plain Sight (Ex): Use the hide skill, even while being observed (Except in natural daylight, the area of the daylight spell, or similar effects)
    -Spell resistance (11 + class levels)
    -Spell-like Abilities: Dancing lights 1/day, Darkness 1/day, Faerie Fire 1/day
    -Weapon Proficiency: Hand crossbow, Rapier, Short sword
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +8 Hide, +6 Move Silently
    - Cold resistance 10
    - Favored Class: Wizard (male) or Cleric (female)
    -Level adjustment: +3

    "Dark" Grey Elf
    -+2 Dexterity, +2 Intelligence, -2 Constitution, -2 Strength
    -Medium
    -Speed: 40 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Superior Low-Light Vision
    -Darkvision 60 ft.
    -Hide in Plain Sight (Ex): Use the hide skill, even while being observed (Except in natural daylight, the area of the daylight spell, or similar effects)
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +8 Hide, +6 Move Silently
    - resistance to cold 10
    -Level Adjustment: +1
    - Favored Class: Wizard

    "Dark" Wild Elf
    -+2 Dexterity, -2 Intelligence
    -Medium
    -Speed: 40 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Superior Low-Light Vision
    -Darkvision 60 ft.
    -Hide in Plain Sight (Ex): Use the hide skill, even while being observed (Except in natural daylight, the area of the daylight spell, or similar effects)
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +8 Hide, +6 Move Silently
    - resistance to cold 10
    -Level Adjustment: +1
    - Favored Class: Sorcerer

    "Dark" Wood Elf
    -+2 Dexterity, +2 Strength, -2 Constitution, -2 Intelligence
    -Medium
    -Speed: 40 feet.
    -Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells and effects
    -Superior Low-Light Vision
    -Darkvision 60 ft.
    -Hide in Plain Sight (Ex): Use the hide skill, even while being observed (Except in natural daylight, the area of the daylight spell, or similar effects)
    -Weapon Proficiency: Longsword, Rapier, Longbow (including composite), Shortbow (including composite)
    - +2 Listen, Search and Spot. Able to search for secret/concealed doors within 5 feet.
    - +8 Hide, +6 Move Silently
    - resistance to cold 10
    -Level Adjustment: +1
    - Favored Class: Ranger


    Elves of Negative Energy
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    One could approach this, one of two ways. Apply the entropic creature template to any elf (Planar handbook), or… Simply add this racial trait:
    -Tomb-Tainted Soul: You acquire the Tomb-Tainted Soul feat as a bonus feat, even if you normally could no qualify for it. (Heal with negative energy, damaged by positive energy.)


    Elves of Taint
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    Instead of full fledged races, here is something you can apply.
    -Tainted bloodline: A tainted elf has a minimum corruption score and depravity score equal to their character level. Tainted elves have the evil subtype, but are not necessarily evil in of themselves.
    Last edited by Xuldarinar; 2013-05-23 at 11:41 AM.
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    Bugbear in the Playground
     
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    Default Re: [D&D 3.5 races] Elven variety, Elves of the Elements

    Wow, this must have taken quite a while to `brew I like the idea behind it

    Edit: I forgot to say that I'm reading through them all individually. Worth it
    Double Edit: How about a "Light" to go with the shadow? Sorry if this is annoying
    Last edited by gurgleflep; 2013-05-21 at 01:22 AM.

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    Default Re: [D&D 3.5 races] Elven variety, Elves of the Elements

    Quote Originally Posted by gurgleflep View Post
    Wow, this must have taken quite a while to `brew I like the idea behind it

    Edit: I forgot to say that I'm reading through them all individually. Worth it
    Double Edit: How about a "Light" to go with the shadow? Sorry if this is annoying

    I through together a basic formula for each element (except for shadow) and applied it. As for a light, I think I will. I'll have to figure out an appropriate form for it and go from there.

    Edit: actually, rather than a "light" as opposition from shadow. I have an idea. I add 2 variants. Positive energy and negative energy. Why? Well, come to think of it, light doesn't have its own plane otherwise. There is etherial and shadow, which both branch of the material. Perhaps we could see elves of the etherial plane, or elves of the material plane as "Light" elves.
    Last edited by Xuldarinar; 2013-05-21 at 04:11 AM.

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    Default Re: [D&D 3.5 races] Elven variety, Elves of the Elements

    Quote Originally Posted by Xuldarinar View Post
    I through together a basic formula for each element (except for shadow) and applied it. As for a light, I think I will. I'll have to figure out an appropriate form for it and go from there.

    Edit: actually, rather than a "light" as opposition from shadow. I have an idea. I add 2 variants. Positive energy and negative energy. Why? Well, come to think of it, light doesn't have its own plane otherwise. There is etherial and shadow, which both branch of the material. Perhaps we could see elves of the etherial plane, or elves of the material plane as "Light" elves.
    what is your basic formula for creating races? You have formulas for everything it sounds like and I quite enjoy them do you plan on releasing this magical mathematic formula?
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    Default Re: [D&D 3.5 races] Elven variety, Elves of the Elements

    Quote Originally Posted by inuyasha View Post
    what is your basic formula for creating races? You have formulas for everything it sounds like and I quite enjoy them do you plan on releasing this magical mathematic formula?

    I come up with varying formulas, depending on the situation. They often are inspired by existing content and systems within D&D.

    In this situation, it was quite simple. Fire elves already existed in D&D, so for the fire elven sub-races I applied the differences normally applied to regular elves to fire elves.

    For the other elements (Air, Earth, Water), I compared the differences between a race of each element with it's Player's handbook equivalent, made the appropriate changes to the fire elf, and went from there for each element.

    For example: An earth dwarf has +2 Strength, +2 Constitution, -2 Dexterity, and -2 Charisma. Dwarves normally simply have +2 Constitution and -2 Charisma. The difference being +2 Strength and -2 Dexterity. Apply that to the elf's +2 Dexterity and -2 Constitution, we get +2 Strength and -2 Constitution.

    For the other groups, i'll come up with other things. Im looking around for examples to work from. If I cannot find any, at least any reasonable, i'll simply wing it.

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