High Elf (FR: Sun Elf) | Dark Elf | Gray Elf (FR: Moon Elf) | Valley Elf | Wild Elf |
Wood Elf (FR: Wild Elf) | Qualinesti | Silvanesti (DL: High Elf) | Kagonesti (DL: Wild Elf) | Dargonesti (DL: Sea Elf, NPC) |
- | - | Dimernesti (DL: Sea Elf) | - | - |
There are many sorts of elves,
and descriptions of the differing types are found in AD&D,
MM.
Elven PCs are always considered to be
high elves, the most common sort of elf.
-
Permitted Class Options:
A character of elven stock
can opt to be a fighter (maximum of 7th level),
a M-U
(maximum of 11th level), a thief, or on assassin
(maximum
of 10th level). An elven
character can also be multi-classed, i.e. a
fighter/magic-user,
a fighter/thief, a magic-user/thief,
or a
fighter/magic-user/thief.
Ability
Score |
Dark
Males (C) |
Dark
Females (C) |
All
Others (C) |
Wild (D) | All
Others (D) |
Dark
Males (F) |
Dark
Females (F) |
Gray/High (F) | Valley (F) | Wild (F) | Wood (F) | Dark
Males (MU) |
Dark
Females (MU) |
Gray (MU) | High (MU) | Valley (MU) | Wood (MU) | Thief
(All) |
Assassin
(All) |
Ranger
(All) |
12 | 4 | U | 7 | 10 | U | 7 | 9 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
13 | 5 | U | 7 | 10 | U | 8 | 10 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
14 | 6 | U | 7 | 10 | U | 9 | 11 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
15 | 7 | U | 7 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
16 | 7 | U | 8 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | - | - | - | - | - | - | - | - | - |
17 | 7 | U | 9 | 10 | U | 10 | 12 | 5 | 5 | 7 | 6 | 12 | 5 | 11 | 10 | 11 | 9 | U | - | 6 |
18 | 7 | U | 10 | 111 | U | 10 | 12 | 6 | 6 | 8 | 7 | 12 | 5 | 11 | 10 | 11 | 9 | U | 10 | 73 |
18/75 | - | - | - | - | - | 10 | 12 | 7 | 6 | 8 | 8 | - | - | - | - | - | - | - | 10 | 94 |
18/90 | - | - | - | - | - | 10 | 12 | 8 | 8 | 10 | 9 | - | - | - | - | - | - | - | 10 | 105 |
18/99 | - | - | - | - | - | 10 | 12 | 9 | 9 | 11 | 10 | - | - | - | - | - | - | - | 10 | 105 |
18/00 | - | - | - | - | - | 10 | 12 | 10 | 10 | 12 | 11 | - | - | - | - | - | - | - | 117 | 105 |
19 | 7 | U | 11 | 121 | U | 10 | 12 | 11 | 11 | 13 | 12 | 13 | 7 | 12 | 11 | 12 | 10 | U | 128 | 126 |
20 | 7 | U | 12 | 141 | U | 10 | 12 | 11 | 13 | 13 | 14 | 15 | 9 | 13 | 12 | 13 | 11 | U | 128 | 146 |
21 | 7 | U | 12 | 172 | U | 10 | - | - | - | - | - | 18 | 11 | 15 | 14 | 15 | 13 | U | 128 | - |
22 | - | - | - | - | - | - | - | - | - | - | - | 18 | 11 | 18 | 17 | 15 | 13 | - | - | - |
1: Charisma
18 also required.
2: Charisma 19 also
required.
3: Intelligence
15 ?? WIS 15 also required. If both of those socres are greater than 15,
the character may attain 8th level.
4: Intelligence 16
?? WIS 16 also required.
5: Intelligence 17
?? WIS 17 also required.
6: Intelligence 18
?? WIS 18 also required.
7. Intelligence 16
?? WIS 19 also required.
8: Intelligence 19
or
WIS 19 also required.
Multi-class Restrictions: If the
character is multi-classed, the following
restrictions and strictures apply: Although
able to operate freely with the
benefits of armor, weapons, and magical
items available to the classes the
character is operating in, any thieving
is restricted to the armor and
weaponry usable by the thief
class. All earned experience is always
divided equally among the classes of the
character, even though the
character is no longer able to gain levels
in one or more of the classes.
(More detailed information is given in
the CHARACTER CLASSES section
hereafter.) ?>
Elven characters have a 90% resistance
to sleep and charm spells (if these
spells are CAST upon them a percentile
dice roll of 91% or better is required
to allow the magic any chance of having
an effect, and even then the
saving throw against spells is allowed
versus the charm spell).
* Any pulled bow:
* Longsword
and short sword:
When employing either a bow of any sort
other than a crossbow, or a short
or long sword, elven characters gain a
bonus of + 1 on their die rolls "to
hit".
* Languages:
All elven characters are able to speak the following languages in addition
to that of their chosen alignment:
elvish, gnome, halfling, goblin, hobgoblin,
orcish, gnoll, and the "common tongue" of mankind.
Elven characters of above 15 INT are able
to learn one additional
language for every point of INT over 15,
i.e. a character with an 18
intelligence score could learn three additional
languages (q.v.).
* Infravision:
Elves have the ability to see into the infra-red
spectrum, so they are able to
see up to 60' in darkness, noting varying
degrees of heat radiation.
* Detect Secret
Doors: Secret or concealed doors
are difficult to hide from elves.
Merely passing within 10' of the latter
makes an elven character 16 2/3% (1 in 6) likely to notice it.
If actively searching for such doors,
elven characters are 33 1/3%
(2 in 6) likely to find a secret door and 50% likely (3 in 6) to discover
a concealed portal.
As has been shown previously, elven characters
add a bonus of + 1 to their
initial dexterity score. Likewise, as
elves are not as sturdy as humans, they
deduct 1 from their initial constitution
score.
* Surprise:
If alone and not in metal armor (or if well in advance -- 90' or more --
of
a party which does not consist entirely
of elves and/or halflings) an elven
character moves so silently that he or
she will surprise (q.v.) monsters
66 2/3% (d6, 1 through 4) of the time
unless some portal must be opened in
order to confront the monster. In the
latter case the chance for surprise
drops to 33 1/3% (d6, 1-2).
ADQ: My 5th level
elven magic-user
has been killed 4 times,
and each of
these times a Raise Dead
or Resurrection
was used to bring him back
to life
and the flow of play continued.
I
recently discovered that
an elf cannot
be brought back to life
by these means.
What should my group do
about this.
ADA: The fact that
the character still exists
although the rules of the
game dictate
that he/she should not can
easily be
explained in the terms of
the game
world. Fantasy/logic would
dictate that
the "gods" smiled on this
character and
took a hand in raising him/her.
Now
that your DM is aware of
the AD&D
game rule that applies to
this character,
the gods will no longer
permit such a
thing to happen. In other
words, don't
worry about it; continue
to have fun,
but pay a little more attention
to the
rules.
(Polyhedron #13)
Q. Why can elves not
be raised from the
dead
or resurrected by a cleric?
A. We suggest that
it may be linked to
their enormously long lifespans
(1500-2000 years) as compared
to
other intelligent species
(at most 500
years). A creature with
such a long
lifespan may not cling to
life in the
same way as other beings;
or perhaps
elves do not have the right
mental
attitudes to allow them
to return from
the dead -- they are, after
all,
supposed to be merry, carefree
folk.
Permanent
death could be seen as
1 of the costs of having
such a
good life.
If nothing
else, the inability of elves
to return from the dead
does provide
a degree of Game balance
when
considered in the light
of their other
abilities.
(Imagine #9)
DMG:
Elves are
often considered flighty or frivolous,
and this
is the case when they do not believe a matter to be of import.
They concern themselves
with the natural beauty around them,
dancing
and frolicking,
playing
and singing unless necessity dictates otherwise.
Because elves love nature,
they
are not fond of ships or mines,
but of
growing things and the lands under the sky.
They do not make friends
easily,
but friend
or enemy is never forgotten.
Their humor is clever,
as are
their songs and poetry.
Elves are brave but never
foolhardy.
They feast,
but eat
sparingly,
drink
mead and wine,
but seldom
become drunk from excesses.
<FRUA: at inn (elves
(and only elves) get a warning before reaching great intoxication)>
While they find well wrought
jewelry a pleasure to behold,
they
are not overly interested in money or gain.
Magic fascinates elves,
however,
and if
they have a weakness it lies in this desire.
If elves tend towards haughtiness
and arrogance at times,
they
are not inclined to regard their friends and associates as anything other
than equals.
<>
TRAIT
\ BRAVERY: brave (special, for NPCs: no elf is ever foolhardy)
TRAIT
\ INTERESTS: nature
TRAIT \ PERSONALITY: 7-8 = introverted (use for named NPCs only)
<FRUA: Special, PC Elves: Tone is always HAUGHTY ... one less option at TALK.>
SKILLS: + Plant lore, - Mining.
<rude?>
<>
AT A GLANCE:
The Elves are one of the major races of the FR,
and ruled large sections after the time
of the Dragons and before the coming
of men. Now the majority of these long-lived
beings have retreated from the onslaught
of mankind, seeking quieter
forests, and their numbers in the Realms
are a fraction of those even a
thousand years ago.
ELMINSTER'S NOTES:
The Elves of the
FR are human height, <note this when height is generated>
but much more slender. Their fingers
and hands are half-again as long as
men, and delicately tapered, and their
bones are light and surprisingly sturdy.
Elven faces are thinner and more
serene, and Elven ears, as ears in half a
hundred Known Worlds, are pointed.
Gold Elf
There are five known Elven sub-races
in the FR, and four of
them live in relative harmony. Cross-breeding
is possible between the sub-races,
but in the case of the Elves, the
child will either take after the male ||
female parent's race (there are no
drow/moon Elf mongrels, and the child
of such an unlikely union would either
have all the traits of a dark Elf, or of a
moon Elf).
The sub-races are:
Gold Elves are also
called sunrise
Elves or high Elves, and have bronze
skins and hair of copper, black, or
blonde. Their eyes are golden, silver, or
black. Gold Elves tend to be recognized
as the most civilized of the elven sub-races
and the most aloof from mankind.
The majority of the native Elves of Evermeet
are gold elves, though they are led
by a moon Elf royal family (see EVERMEET).
Moon Elf
Dark Elf
<note: that is a wild elf according to 1e FR (wood,
copper, sylvan, if i have that right)>
<in 3e FR, wild elf takes on a different meaning,
perhaps closer to the Grugach>
<Grugach are found in one forest in the Shaar, and
that they are different from the Wild Elves found to the south of the Shaar,
and detailed in the Counselors && Kings trilogy>
01-02 | Bissel |
03-09 | Celene |
10-11 | Dyvers |
12-13 | Furyondy |
14-17 | Geoff |
18-19 | Gran March |
20-21 | Great Kingdom |
22-24 | Greyhawk |
25-28 | Highfolk |
29-30 | Idee |
31-33 | Irongate |
34-35 | Keoland |
36-37 | Nyrond |
38-39 | Theocracy of the Pale |
40-41 | Perrenland |
42 | Shield Lands |
43-44 | Spindrift Isles |
45-48 | Sunndi |
49-50 | Tenh |
51 | County of Ulek |
52-58 | Duchy of Ulek |
59 | County of Urnst |
60-62 | Valley of the Mage |
63-66 | Veluna |
67-68 | Verbobonc |
69-72 | Wild Coast |
73-74 | Yeomanry |
75-78 | Dreadwood |
79-82 | Gamboge Forest |
83-86 | Gnarley Forest |
78-90 | Grandwood Forest |
91-96 | Vesve Forest |
97-00 | Welkwood |
Elven Clothing (Greyhawk):
Elves of the sylvan ilk dress similar
to Suloise, except
their their colors are pale tints of green,
fawn, ecru, and
dove gray. High elves are similar in mode
of apparel,
but they add blues, lilacs, and purples
to the more
natural forest hues of their woodland
kin. Hunting
and war garments are brown, russet, and
tan. Gray
elves wear very complex and flowing garb
of pure
white, sun yellow, silver and gold lame'
set off by polished
leather of contrasting colors and highlighted
with
jewels. All elvenkind wear cloaks, esp.
when
traveling. Their garments are neutral
gray or
gray-green.
High Elf
ABILITY SCORE MODIFIERS:
RACIAL LIMITATIONS:
STRENGTH: 3/18
INTELLIGENCE: 8/18
WISDOM: 3/18
DEXTERITY: 7/19
CONSTITUTION: 8/17
CHARISMA: 8/18
RACIAL PREFERENCES:
STARTING AGE: Cleric (500+10d10), Fighter
(130+5d6), Magic-User (150+5d6), Thief (100+5d6)
AGE CATEGORIES:
RACIAL TENDENCIES:
HEIGHT:
WEIGHT:
NPC ABILITY SCORE MODIFIERS:
MOVEMENT: 12"
1/2 drow elf, 1/2 wood elf (Dragon #244)