User:Sasaisen/Kyudai (3.5e Campaign Setting)/Elves

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Elves[edit]

Many races inhabit the world, and none had so tumultuous a history of the elves. With their long lifespans and innate psionic abilities, elves were long the dominant species in Kyudai, their mighty civilization built upon powerful psitechnology and spanning the continent; however, through a combination of (un)natural disasters, civil wars, and opportunistic assaults, they've fallen to a fraction of their former strength and numbers. Now, largely relegated to a handful of strongholds and settlements in less-desirable territories, modern elves only survive through concentrated efforts to retain their history and lineage.

History[edit]

Physiology[edit]

Unsurprisingly, given their intertwined ancestry, elves have a similar appearance to humans. Distinguishing features include their ears - longer than human ears by anywhere from a half inch to several inches, with pointed tips - and their wide variety of skin tones (usually darker instead of bright - pinks, purples, blues, greens, and grays) and eye colors (solid, usually cooler blues, greens, or purples). Their hair is commonly straight or curly, but can be textured and in very tight curls depending on the region, with colors ranging from pure white, to traditional blonds/reds/browns, to pure black. Elves are generally smaller than humans, and typically have a slender build and physique even compared to a human of the same height, leading to the common perception of elves as "frail". This is far from the truth - elves as a species are born survivors, able to thrive socially and physically even in environments that are less desirable, owing to two key traits.

Firstly, all elves have psionic potential, and individual elves display a talent for more powerful psionics at a higher rate than any other species. This renders them sharp of mind and resistant to mental influences, and historically has propelled elves to great cultural and technological heights. In times of conflict, this potential also can be (and has been) weaponized to great effect, both through personal manifestation and the manufacture of potent psionic arms and armor.

Secondly, and possibly related to the first, elves adapt physically to their surroundings, similarly to evolution but on an individual basis. This is most readily visible in their variety of skin tones, but also produces changes that are more than skin-deep - larger lungs to take in more oxygen at higher altitudes, webbed digits to move quickly through water, sensitive eyes to better see in the dark, and so on. The process is subtle and gradual, with young elves adapting more quickly than the old, and the changes it produces are passed from mother to child, who may further adapt on their own. Despite their variances, all elves are still the same biological species.

Psychology[edit]

Society[edit]

Elven Traits[edit]

  • Ability Scores: Elves are quick-minded and knowledge-focused, but understandably their history leads them to withdraw from others, even of their own kind. They receive a +2 bonus to Intelligence and a -2 penalty to Charisma.
  • Type: Elves are Humanoids with the Elf subtype.
  • Size: Elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Elves have a base land speed of 30 feet.
  • Languages: Elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
  • Elven Immunities: Elves are immune to magic sleep effects and receive a +2 racial bonus to saves against enchantment spells and effects.
  • Artisan: Elves receive a +1 racial bonus to Craft and Focus checks.
  • Psionic Talent: All elves are psionically gifted and thus gain Wild Talent as a bonus feat.
    • Gifted Crafter (Alternate Trait): When elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
  • Survivalist: Having been forced out of their ancestral territories, elves have learned to live in the harsh environments left to them. Depending on their upbringing, they receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
    • Crag: Any rugged environment, including mountains, hills, and cliffsides.
    • Deep: This is instead a bonus to Delving, and applies when underground.
    • Mire: Any wetland environment, including marshes and swamps.
    • Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
    • Waste: Any barren environment, including deserts, icecaps, and tundras.
  • Adaptation: Though still one species, elves have begun to adapt physiologically to their new homes. This usually, but not always, matches the environment selected for Survivalist.
    • Crag: Crag elves gain a climb speed of 20ft, which also grants them a +8 racial bonus on any Athletics checks for climbing; don't suffer any ill effects from altitude; and gain cold resistance 2.
    • Deep: Deep elves gain darkvision to 60ft, supplementing their low-light vision; receive a +2 racial bonus on Legerdemain checks to move through a tight space or slip bonds; receive a +2 racial bonus on Perception checks to notice unusual stonework; automatically make a check to notice such features whenever they pass within 10 feet of them (even if not actively looking); and can intuitively sense their approximate depth underground.
    • Mire: Mire elves receive a +2 racial bonus on Fortitude saves against disease, poison, and being sickened or nauseated; receive a +2 racial bonus to Athletics checks for swimming; and gain acid resistance 2.
    • Sea: Sea elves gain a swim speed of 30ft, which also grants them a +8 racial bonus on any Athletics checks for swimming; gain darkvision to 60ft, supplementing their low-light vision; may hold their breath for ten times their Constitution score in rounds before they risk drowning or suffocating; and don't suffer any ill effects from depth or pressure.
    • Waste: Waste elves receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid ill effects from running, forced marches, starvation, thirst, or temperatures; and gain cold and fire resistance 2.
  • Low-Light Vision: Elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Table: Elven Random Starting Ages
Adulthood Simple Moderate Complex
23 years +2d6 +3d6 +4d6
Table: Elven Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
85 years 128 years 170 years +5d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Elven Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 8” +2d8 100 lb. × (1d6) lb.
Female 4’ 4” +2d8 80 lb. × (1d6) lb.

Half-Elves[edit]

Half-elves are not truly half human and half elf, since humans are themselves genetically a blend of elves and celestials. Rather, “half-elf” is the term for a human that expresses particularly strong elven traits when compared to their fellow humans. This can result from having one human and one elven parent, or it can simply spring up in otherwise human children as a result of a genetic mutation.

Physically, half elves have smaller and rounder ears than elves, tend to be overall taller and stouter like their human cousins, and do not possess the single-colored eyes, through their iris colors range the full visible spectrum. Something about this odd combination seems to bring out more aspects of their celestial nature and this gives half-elves, more than elves or humans, a distinctly supernatural look that makes them stand out from either of their genetic cousins, even if their physical traits do not seem out of line for half-elves.

Societally, half-elves are welcomed in elven cities so long as they have a parent or relative within the city, and tend to not face excessive discrimination due to their ‘half-breed’ status - any elf who views humans as lesser will view half-elves the same way.

Half-elven Traits[edit]

  • Type: Half-elves are Humanoids, with both the Human and Elf subtypes.
  • Size: Half-elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Half-elves have a base land speed of 30 feet.
  • Languages: Half-elves speak Elven and Common, along with additional languages based on their Intelligence modifier.
  • Elven Immunities: Half-elves are immune to magic sleep effects and receive a +2 racial bonus to save against enchantment spells and effects.
  • Eternal Hope: Half-elves receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
  • Artisan: Half-elves receive a +1 racial bonus to Craft and Focus checks.
  • Bonus Feat: Half-elves possess one extra feat at first level.
  • Survivalist: Half-elves often learn as their elven parents before them. They receive a +4 racial bonus to Nature checks and move normally through naturally-occurring difficult terrain when in one of the following environments:
    • Crag: Any rugged environment, including mountains, hills, and cliffsides.
    • Deep: This is instead a bonus to Delving, and applies when underground.
    • Mire: Any wetland environment, including marshes and swamps.
    • Sea: Any aquatic environment, including in and around rivers, lakes, and larger bodies of water.
    • Waste: Any barren environment, including deserts, icecaps, and tundras.
    • Skilled (Alternate Trait): Half-elves gain four additional skill points at first level, and one additional skill point whenever they gain a level.
  • Low-Light Vision: Half-elves see twice as far as typical in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
Table: Half-Elven Random Starting Ages
Adulthood Simple Moderate Complex
19 years +1d6 +2d6 +3d6
Table: Half-Elven Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
45 years 68 years 90 years +3d20 years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Half-Elven Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 8” +2d10 110 lb. × (1d6) lb.
Female 4’ 4” +2d10 80 lb. × (1d6) lb.

Ancient Elves[edit]

Now extinct, the ancient elves were the elves that flourished before the Thousand Year War. These elves had distinctly different cultural and biological features of the modern day elves, who are primarily composed of elves who left Ai Shira at some point. As a result of the Thousand Year War, the culture of the ancient elves has all but vanished, and what little traditions are left are kept alive by those who fled at the end of the war and have worked to keep them alive in their children.

Ancient Elven Traits[edit]

  • Ability Scores: The ancient elves were a mighty race, and they receive a +2 bonus to one ability score at creation.
  • Type: Ancient elves are Humanoids, with the Elf subtype.
  • Size: Ancient elves are Medium creatures, and thus receive no bonuses or penalties due to their size.
  • Base Speed: Ancient elves have a base land speed of 30 feet.
  • Languages: Ancient elves speak Elven, along with additional languages based on their Intelligence modifier.
  • Elven Immunities: Ancient elves are immune to magic sleep effects and receive a +2 racial bonus to save against enchantment spells and effects.
  • Eternal Hope: Ancient elves receive a +2 racial bonus to saves against fear and despair effects. Additionally, twice per day, after rolling a 1 on a d20, they may reroll and use the second result.
  • Magical Resistance: As a result of their ancestors having survived the energies of the Cataclysm and Wraths, ancient elves possess Magic Resistance equivalent to 6 + their character level.
  • Artisan: Ancient elves receive a +1 racial bonus to Craft and Focus checks.
  • Psionic Talent: All ancient elves are psionically gifted and thus gain Wild Talent as a bonus feat.
    • Gifted Crafter (Alternate Trait): When ancient elves craft psionic items, the cost of creating them is reduced to ⅓ of the base price in raw materials.
  • Darkvision: Ancient elves can see up to 60 feet in complete darkness. Darkvision is black and white only, but it is otherwise like normal sight.