|
Elf, 1st-Level Warrior
|
Drow, 1st-Level Warrior
|
|
Medium Humanoid (Elf ) |
Medium Humanoid (Elf ) |
Hit Dice:
|
1d8 (4 hp) |
1d8 (4 hp) |
Initiative:
|
+1 |
+1 |
Speed:
|
30 ft. (6 squares) |
30 ft. (6 squares) |
Armor Class:
|
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 |
16 (+1 Dex, +4 chain shirt, +1 light shield) touch 11, flat-footed 15 |
Base Attack/Grapple:
|
+1/+2 |
+1/+2 |
Attack:
|
Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/x3) |
Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) |
Full Attack:
|
Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/x3) |
Rapier +3 melee (1d6+1/18-20) or hand crossbow +2 ranged (1d4/19-20) |
Space/Reach:
|
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks:
|
None |
Poison, spell-like abilities |
Special Qualities:
|
Elven traits |
Drow traits, spell resistance 12 |
Saves:
|
Fort +2, Ref +1, Will -1* |
Fort +2, Ref +1, Will -1* |
Abilities:
|
Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 |
Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10 |
Skills:
|
Hide +1, Listen +2, Search +3, Spot +2 |
Hide +0, Listen +2, Search +4, Spot +3 |
Feats:
|
Weapon Focus (longbow) |
Weapon Focus (rapier) |
Environment:
|
Temperate forest (Aquatic: Temperate aquatic) (Gray: Temperate mountains) (Wild: Warm forests) (Wood: Temperate forests) |
Underground |
Organization:
|
Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) |
Squad (2-4), patrol (5-8 plus 2 2nd-level sergeants and 1 leader of 3rd-6th level), or band (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains) |
Challenge Rating:
|
1/2
|
1 (see text)
|
Treasure:
|
Standard |
Standard |
Alignment:
|
Usually chaotic good (Wood: Usually neutral) |
Usually neutral evil |
Advancement:
|
By character class |
By character class |
Level Adjustment:
|
+0 |
+2 |
Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat.
Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Elves speak Elven, and most also know Common and Sylvan.
Most
elves encountered outside their homes are warriors; the information presented here is for one of 1st level.
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from
cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.
They prefer longbows, shortbows, rapiers, and longswords. In melee,
elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use
sleep spells during
combat because these won't affect other
elves.
Elf Traits (Ex): Elves possess the following racial traits.
- +2 Dexterity, -2 Constitution.
-Medium size.
-An elf 's base land
speed is 30 feet.
-Immunity to
sleep spells and effects, and a +2 racial
saving throw bonus against enchantment spells or effects.
-Weapon Proficiency:
Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
- +2 racial bonus on
Listen,
Search, and
Spot checks. An elf who merely passes within 5 feet of a secret or concealed
door is entitled to a
Search check to notice it as if she were actively looking for it.
-Automatic Languages: Common, Elven. Bonus Languages: Draconic,
Gnoll,
Gnome,
Goblin,
Orc, Sylvan.
The elf
warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
The above information describes the high elf, the most common variety. There are five other major
subraces of elf, in addition to
half-elves, who share enough elven characteristics to be included here.
Half-elves are not truly an elf
subrace, but they are often mistaken for elves.
Half-elves usually inherit a good blend of their parents' physical characteristics.
Half-Elf Traits (Ex):
Half-elves possess the following racial traits.
-Medium size.
-Immunity to
sleep spells and similar magical effects, and a +2 racial bonus on
saving throws against enchantment spells or effects.
- +1 racial bonus on
Listen,
Search, and
Spot checks. A
half-elf does not have the elf 's ability to notice secret
doors simply by passing near them.
-Elven Blood: For all effects related to race, a
half-elf is considered an elf.
Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
-Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
-
Favored Class: Any. When determining whether a multiclass
half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.
Also called sea
elves, these creatures are waterbreathing cousins to land-dwelling
elves.
Aquatic
elves fight underwater with tridents, spears, and nets.
Aquatic Elf Traits (Ex): These traits are in addition to the high
elf traits, except where noted.
- +2 Dexterity, -2 Intelligence. These adjustments replace the high elf 's ability score adjustments.
-Gills: Aquatic
elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the
suffocation rules).
Also known as dark
elves,
drow are a depraved and evil subterranean offshoot.
White is the most common hair color among
drow, but almost any pale
shade is possible.
Drow tend to be smaller and thinner than other sorts of
elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a
drow's poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical
drow carries 1d4-1 doses of
drow knockout
poison.
Drow typically coat arrows and crossbow bolts with this
poison, but it can also be applied to a melee weapon. Note that
drow have no
special ability to apply
poison without risking being poisoned themselves. Since this
poison is not a magical effect,
drow and other
elves are susceptible to it.
Drow Traits (Ex): These traits are in addition to the high
elf traits, except where noted.
- +2 Intelligence, +2 Charisma.
- +2 racial bonus on Will saves against spells and spell-like abilities.
-Weapon Proficiency: A
drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf 's weapon proficiency.
-Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic,
Drow Sign Language,
Gnome,
Goblin. This trait replaces the high elf 's automatic and bonus languages.
-
Light Blindness: Abrupt exposure to bright
light (such as sunlight or a
daylight spell) blinds
drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
-Level adjustment +2.
The
drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating:
Drow with levels in NPC classes have a CR equal to their character level.
Drow with levels in PC classes have a CR equal to their character level +1.
Taller and grander in physical appearance than others of their race, gray
elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer
clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex): These traits are in addition to the high
elf traits.
- +2 Intelligence, -2 Strength.
Wild elvesare barbaric and tribal. Wild
elves' hair color ranges from black to
light brown, lightening to silvery white with
age. They dress in simple
clothing of
animal skins and basic plant weaves.
Wild Elf Traits (Ex): These traits are in addition to the high
elf traits, except where noted.
- +2 Dexterity, -2 Intelligence. These adjustments replace the high elf 's ability score adjustments.
Their hair color ranges from yellow to a coppery red, and they are more muscular than other
elves. Their
clothing is in dark
shades of green and earth tones to better blend in with their natural surroundings.
Wood Elf Traits (Ex): These traits are in addition to the high
elf traits, except where noted.
- +2 Strength, -2 Intelligence.
Find topic in: Characters, Combat, Epic, Equipment, Magic, Monsters, Psionic, Rules of the Game |
|
wizards dungeons d20 roleplaying dragons srd d&d dungeons roleplaying dragons dnd Elf E-F Monsters SRD rpg roleplaying 3.5 E-F Elf 3.5 dragons roleplaying roleplaying wizards d&d d20 dnd Monsters dragons 3.5 Monsters srd Monsters d20 Monsters dnd Elf 3.5 |