Elves
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Q: UA states
that gray
elves are to receive an
addition to
their initially generated
intelligence
scores. Should they also
receive the
addition to dexterity and
the subtraction
to constitution that normally
apply to elves, as per the
Players Handbook?
Does this apply
to all the elven sub-races?
A: Yes,
the ability score adjustments for
each
race given in the PH
also
apply to all the new sub-races introduced
in
UA.
This also goes
for sub-races of dwarves,
elves, and
gnomes. Any new adjustments
given in
UA
are specific only for the
case noted.
(117.54)
Question: Are player
characters al-
lowed to be drawn from Grey
Elf stock or <a? e?>
Drow stock?
Answer: Each DM must
decide wheth-
er such unusual player-character
types
will be allowed in his/her
campaign. In
the case of unusual elf
types, there
should be a possibility
for a player char-
acter to become any of the
elf subspe-
cies, including aquatic
elves and wood
elves. However, it should
be apparent
that life as a player character
under such
conditions would be hard
— for the
character, the player, and
most of all the
DM, who must be prepared
to cope with
the added responsibility
of trying to in-
corporate such a “rare”
character into
the campaign without sacrificing
its bal-
ance and flexibility. —
J. Ward, W.
Niebling
(Correction: Yes).
Wood elves, also
known as sylvan elves, have abiilities similar to those of high
elves,
including resistance to [sleep] and charm,
extra bonuses when wielding sword or bow,
infravision,
silent movement,
and detection of secret or concealed doors.
They speak elvish, common, treant, and the tongue of woodland mammals (much as gnomes communicate with burrowing mammals), but no other languages to start with.
They recieve a bonus of +1 on the initial
dice roll for [strength] (but the normal maximum of 18 still applies),
and
must take a -1 penalty to their initially
generated score for [intelligence].
Wood elves are more reserved than gray
elves, and do not mix with
the organized societies of other races
on a regular or recurring basis.
Wood elves have fair complexions, with
hair [colour] ranging from copper red to blonde and
eyes of light brown, light green, or hazel.
Wild elves, or
grugach, shun outsiders even more fervently than other
elves, and are xenophobic even with regard
to other elven races.
They have the standard elven characteristics
of resistance to sleep
and charm, bonuses “to hit” with bow and
sword, infravision, moving
silently, and detection of secret and
concealed doors. Most of them
speak the elvish language exclusively,
though a player character grugach
may know some of the common tongue as
well. Wild elves are
very strong, receiving a + 2 bonus to
the dice roll for strength (up to a
maximum of 18). Wild elves deal with other
woodland creatures as if
an animal friendship spell was in operation.
Grugach can set pits,
snares, and natural traps with a 90% chance
of success. As shown on
Character Race Table I, grugach are more
limited than other elves in
the class(es) they can practice; they
can only be druids, fighters, or
thieves (including assassin and acrobat),
and can only be fighter/
thieves if multi-classed. They are similar
in appearance to wood
elves, but are smaller, thinner, and very
fair.
Quote:
Originally Posted by Gray
Mouser
Actually, the possibility
of basing elves from folklore on the Picts is kind of cool!
Gray Mouser
As I envisage them, the
Wild Elves are more or less just that.
Cheerio,
Gary
Quote:
Originally Posted by Gray
Mouser
The Grugach based on the
Picts?
That's pretty interesting
and yet another reason why I hate that you lost control of A/D&D.
What I'd give to see what
could have been published!
Gray Mouser
Elfdart noted that the pech
and the brownie were derived from the Picts.
I am not sure of the origin
of the grugach, but it might well have been another foklore take on them.
As a matter of fact I did
much enjoy reading through texts dealing with mythology and folklore, the
medieval bestiaries and all, translating what seemed interesting into material
for the AD&D game. What seems to be lacking now is a real love for
fantasy and the game system...
Cheers,
Gary
Quote:
Originally Posted by Gray
Mouser
Huh, much like the Pech
I assumed that Wild Elves (Grugach) were also creaitons of your own out
of whole clothe!
You learn something new
every day.
Yuppers, I lifted the Grugach
from folklore.
Valley elves
are thought to be an offshoot of the gray elves, and have
all powers and abilities of that sub-race,
plus the ability to speak the
gnomish language.
Valley elves are unusually tall, some of
them growing to the height of humans. <use human height, of course>
They are shunned by other elven sub-races,
who do not consider them “true elves.” The name of valley
elves is derived from the Valley
of the Mage, where the sub-race is
headquartered in the WORLD
OF GREYHAWK Fantasy Game Setting,
but valley elves are equally at home in
any similarly far-removed
section of the world free of other elvish
influences.
Quote:
Originally Posted by Gray
Mouser
And kudos to you! I love
Valley Elves, myself.
They're rather limited in
my own campaign world and I preserve the outsider aspect of them.
In the lone Elvish kingdom
there's perhaps 500 such chaps in their own communities.
Thanks.
It gets pretty demanding
to add really interesting new races/sub-races to a well-developed game.
Quote:
Originally Posted by Gray
Mouser
Not to beat a dead horse
or anything, but where did you get the idea for Valley Elves?
Were they also based in
mythology?
I rather like them and have
a small community of them in my campaign.
Gray
Mouser
Neigh! don;t thwack me further
Actually, I made them up
out of the elvish template and my vision of the Valley
of the Mage.
It seemed a good idea to
have the elvesthere a good deal different from the rest...as were the Drow
Cheers,
Gary
Dark
elves, also known as drow, are the most divergent of the elven sub-races.
Their form similar
to other elves, but their skin color
is the inky black
of a moonless night and their hair is normally pure
white
or silver. Classes
open to dark elf PCs are cleric,
fighter
(incl. ranger),
cavalier,
MU,
and thief (incl. thief-acrobat
and assassin).
Males and females
of this sub-race differ in the maximum level
attainable in the
cleric, fighter, and MU classes.
Drow are generally
evil and chaotic in nature, though PCs are not required to be so.
A dark elf PC is
considered an outcast from his or her
homeland deep within
the earth, whether by matter of choice, alignment,
or merely being
on the losing side of some family-wide power
struggle. As such,
drow characters do not have immediate access to
the weaponry, armor,
cloaks, and poisons that are normally found in
the possession of
NPCs of this sub-race.
The
50% MR possessed by NPC dark elves is likewise
not a property
of PCs, who have
abandoned their homeland; it is
likely that this
power is the result of extended dabbling in the dark arts
as well as the effecs
of their environment. Once having made the decision
to embark upon an
adventuring career, a drow PC
can never regain
this magic resistance short of the USE of [wish] spells
or similar magicks,
but can still rise in power and dominate fellow dark
elves. Outcast dark
elves do retain the customary elven resistance to
charm and
sleep,
and they receive a +2 bonus to all saving throws
versus magical effects.
Dark elves do not
gain the combat bonuses of the surface elves with
regard to sword
& bow, but may FIGHT with two weapons without
penalty, provided
each weapoin may be easily wielded in one hand.
They cannot USE
a shield when performing this type of combat, but
may use a spiked
buckler as one of their two weapons. <>
Drow can speak the
common tongue, the language of "undercommon" (a trade language of those
who dwell beneath the earth), plus
the elvish and gnomish
languages, as well as other languages up to the limit
prescribed by intelligence
score. In addition, all dark elves
"speak" the silent
tongue of subterranean dwellers, a language of
complex hand signals
and gestures, combined with facial expressions
and body language.
The range of communication in this silent
tongue is only 30',
but it is as informative as any other language
within that range.
Only the drow may fully master this tongue, though
other races may
be taught its basic signs and symbols.
Dark elves have infravision
out to a 12" range. The base movement
rate of female drow
is 15", while that of male drow is 12". Drow have
the ability to detect
secret & concealed doors just as other elves
can, and they can
also detect new construction, stonework trapas, sliding walls,
and depth underground
as do dwarves.
Dark elves can move
silently in the same manner as other elves, under the same conditions,
and are surprised
only on a 1 in 8 chance.
All dark elves have
the innate ability to USE the following magic spells
once per day: dancing
lights, faerie fire, and darkness,
5' radius.
Upon attaining 4th
level in any class, dark elves gain the abilty to CAST
detect
magick, know alignment, and
levitate,
also once per day.
Females of 4th level
or higher also can USE clairvoyance,
detect
lie (or its reverse), <>
suggestion,
and dispel magic, each once per day.
Ability scores for
drow characters may be generated either by normal
means, or by the
method described on page 34 of
the FIEND FOLIO Tome,
at the option of
the DM. If the latter method is used, the adjustments
to initial dice
rolls for elves given in the "Penalties and Bonuses for Race" section
(PH, page
14) do not apply.
Drow are affected
by light in the same manner as gray dwarves (see above). <>
They will prefer
to travel either at night or in gloomy, overcast
conditions when
they venture out into the surface world.
-
< When drow of
promising ability reach 6th level or slightly higher,
Lolth will summon
them and put them through a specially-designed test.
The drow that fail
will become driders. >
serleran wrote:
Sweet! Am I invited?
Now, for the good Colonel--
Maybe this has been answered
somewhere, and if so, then I'm just blind and dumb.
But... why are there at
least 3 versions of the Drow? There's the one from the MM, one from FF,
and the stat method and character classes options in UA.
For everyone else-- Which one, or something else, is the most commonly used?
As for the convention to be held here in LG, I do believe all gamers are invited!
Now, under the heading of water under the bridge :roll:
Hmmmm...
I don't recall any drow in
the MM.
AS a matter of fact I know
there were nont there, as I created the race after the MM
was written.
As for drow apearing in
the UA work, those details there were for DMs
who were looking for information on how to create potent NPCs
of that race.
Cheers,
Gary
Quote:
Originally posted by Redleg06
Gary,
Someone may have asked this before, but I cannot resist throwing the hand-grenade into the china shop.
Kla-BLAM!
Okay, as the smoke and fragments clear, I step forth unharmed
Quote:
Drow. Was the original intent
to create a reace of evil elves? Or just to create a race of sub-terrainian
elves with dark skin and kewl abilities? (And those nifty little hand-crossbows!)
[/B]
Both, as a matter of fact.
I wanted to have a new, unique, and interesting race of demi-humans that
dwelled in and command much of the vast underworld of Oerth. They were,
as stated, of Evil bent as a race, so the clear intent was to have fell
opponents for non-Evil PC. That all drow were not of Evil I also noted
in the "Gord the Rogue" tales, for Leda, a drow, was certainly not of malign
sort.
The drow abilities were given to them to highlight their unique nature and potency.
Cheers,
Gary
Originally posted by Dinkeldog
As an addendum to Redleg's
question, was the intent that all drow would be evil and no player could
ever be one?
Noppers. As noted in my
reply to Redleg's post, I didn't think all drow had to be evil--only maybe
99% It then follows that some player might have a drow character, Evil
or not, as the DM allowed
Cheers,
Gary
Quote:
Originally posted by Felon
There was a thread over
on the WotC board fairly recently about drow and their weapons. It dwelled
on the fact that in 3e, the rule for drow weapons & armor degrading
in sunlight was thrown out. Sean Reynolds' stated that rule was discarded
intentionally because the only reason that rule existed in the first place
was to "screw the players". Do you feel that statement, and the accompanying
general sentiment expressed by others that AD&D drow were over-the-top
and introduced solely to be the "ultimate party-killers", is at all fair
and accurate? [/B]
Heh, and my opinion of Mr.
Reynolds' statement must be self-censored. Given that the whole concept
of the game is fantasy, what, pray tell, makes drow weapons disintegrating
in the radiation from the sun any more unreasonable than just about everything
else of fantastic natute in the game? More likely he was unable to find
a rationale for the effect, and needing a rule for everything had to do
as was done.
As for drow being too difficult
to defeat, boo-hoo-hoo. Good players managed to do so with their PCs pretty
handily, second-rate ones lost. Is the game to be a cake-walk or a challenge?
Speaking for OAD&D, I can state the former was meant to be the case.
As for 3E, well, you be the judge...
"DRow" in an Anglo-Saxon
word. I found it in an old unexpurgated dictionary way back when. It means
"dark elf." From that entry I created the drow race for AD&D, of course.
There is no other background for them in myth or fable. Their characteristics
were designed as they were to make them a suitable set of inhabitants of
the subterranean world.
Cheerio,
Gary
Originally Posted by LordVyreth
Quote:
Moving on from alignment
questions, here's something similar. It seems that people are getting more
into playing good individuals of typically evil races, like orcs and drow,
and even generally universally evil beings like demons and vampires. Do
you agree that it's a new thing, or has that been a constant throughout
the game? If it is new, do you think it reflects a way gamers look at the
world and concepts like universal evil, or is it just because evil characters
are considered "cooler" for some reason? I'll post my opinions, but I'd
like to hear what you think first.
Vyreth
As there will well be abberations
in nature, a chaotic good orc, or drow, is of possible interest to the
player who wants a challenge for the PC--
virtually every hand will
be against such characters.
Having demons and vampires
of similar stamp is so much nonsense, comparable in my mind to a grass-eating
lion or a friendly wolverine.
The nature of true evil
is just that--no good in it whatsoever.
As for when such approach commenced, I can't say, but the politically correct view of evil individuals as mere victims of their surroundings and upbringing might be involved.
Cheers,
Gary
Quote:
Originally Posted by Tuzenbach
I had a character who was
a Drow (ambidexterity) specializing in darts (ordinarily 4 thrown darts
per round but double it due to ambidexterity) who always carried a couple
of potions of speed. My view was that if one such potion was imbibed, his
rate of fire would increase from 8 to 16. If the second potion was taken,
his rate of fire would then jump to 32. In fact, I kept this knowledge
to myself until such a time that I was able to single-handedly knock off
a 100-hit-point-plus black dragon! Ah, ignorant DM's can be so fun. :-)
Anyway, was it your intention for the Drow's ambidexterity to double his number of attacks? And were potions of speed cumulative with each other to a probable infinity? I only ask because I could never find anything in the rules opposing my theories. And if a Drow lives to be 1000+, who cares about a bit of magical aging, 'ya know?
Again, humble apologies if these sorts of questions were answered in previous Q&A's. But if so, just let me know and I'll go look for them. Thank you!
Well...
I suppose that the Drow ambidexterity would extend to hand-thrown missiles, so you were not off base there. An ambidextrous character can attack twice, yes, but of course that means no shield, and a penalty on the second attack is usual, eh? You were well out in left field though claiming speed potions were cumulative. I can't blame you, though, as I have attempted to bulldoze GMs in like manner when i was power gaming <paranoid>
Realistically, a drow character would care about losing 1% of his lifespan on a regular basis, don't you think?
cheers,
Gary
Quote:
Originally Posted by Tuzenbach
Erm, what? Are you referring
to the "off-hand" attack? I took the Drow's ambidexterity to mean they
had NO off-hand and, thus, no off-hand penalty.
Does anyone use common sense?
Even an ambidextrous person can't hammer two nails at the same time with
equal skill...
Quote:
Originally Posted by Tuzenbach
You mean .01% of his life,
surely. There I go again, rules-lawyering like a madman. Actually, I had
only meant for this muti-speed thing to be a sort of "secret weapon". Afterall,
where was he to get replacements for the spent potions on a regular basis?
Hence, it was only ever used once.
Yuppers, my bad. I had the
wish spell in mind, a 10-year aging effect. and single-use with a year
lost would not be a factor to any adventurous, long-lived demi-human, I
agree,
Quote:
Originally Posted by Elfdart
My nickname on the web boards
comes from the old English term for back spasms (which I suffered several
years ago) being labeled "elf darts" because the ancient Germanic peoples
thought sudden pains and spasms were caused by invisible darts from the
elves. On the other hand, Tolkien nerds are more of a pain in the a$$.
Interesting origin of the
name, and something I had not read before. thanks.
Happy for you that the spasms have ceased. I injured by back when I was working as a mover in my late teens, and had many a chiropractic treatment before a kinesiologist one cured the proble,
Cheers,
Gary
As for Drow, I never envisaged
them as a standard PC race.
I guess I erred in not making
them more loathesome...although malign subterranean elves that love spiders
seem pretty unappealing as is...
Cheers,
Gary
Quote:
Originally Posted by Pbartender
Which exactly what makes
them so appealing to a certain sub-set of players... Some people like playing
the loathesome critters.
Better playing one that
being one, eh?
Quote:
Originally Posted by Aeolius
Gary,
Were there any beasties from
the 1e days (and prior... I respect anyone who puts a tuatara in their
monster lists) that you considered to be "classic", that never seemed to
catch on with the masses?
That is something I had
not considered.
Upon reflection I have to
say no, the "architypical" monsters were pretty well accepted across the
board and included by DMs...includine many very clever variations and permutations.
What astonished me was the players' being smitten with the drow, desiring to play a PC of that race. I devised them as a most unlikable, ruthlessly evil subterranean race. To cater to the demand, the Drow were made into realtively more warm and fuzzy sorts. I can only liken that into changing Hannibal Lector into a visiting nurse.
All that said, do you find that some "classic" critters to be generally ignored?
Cheers,
Gary
Quote:
Originally Posted by Gentlegamer
Do you regret catering to
that demand (or any other demand)?
Don't look at me when you
ask that question, for I had nothing to do with the making of the Drow
into more namby-pamby sorts, their males on a par with the females
The demands I regret catering
to are the ones for adding psionics to OAD&D and the adjustments for
weapons vs. armor.
I am delighted I refused
to do detailed encumbrance tables as a number of vocal fans advocated.
Cheerio,
Gary