Dragon 116

For PCs only

Dear Dragon,
I am bringing to your attention something that
I myself just realized. In “Demi-humans get a
lift” by Gary Gygax (issue #95), the aquatic elves
are not represented in the “Elves, Other” section.
Is this an oversight, or are the aquatic elves
to remain the same as usual?

Alen Parker
Portland, Ore.
(Dragon #101)

The increased level limits for demi-human
characters, first outlined in the magazine and
further refined in Unearthed Arcana, do not
apply to aquatic elves because that sub-race is not
open to player characters. New level limits are
only given for the races and sub-races to which
PCs may belong -- although, to be fair the new
benefits should also apply to NPCs of the same
races within the campaign. Aquatic elves should
be treated as described in the Monster Manual.
The vast majority of them will be of 1st level
(1 + 1 HD), with certain higher-level "leader
types" present according to the number of elves
in an encountered group -- but since aquatic
elves do not use magic, there will be no magic-users
or spell-casting clerics in the group, no
matter how large it is. -- KM


 
Ships gemjump Animals - -
- - - - -

CHILDREN OF THE DEEP: AQUATIC ELVES IN THE AD&D GAME


 
Aquatic Elves: an overview Aquatic elven PCs Aquatic elf/half-elf Aquatic half-elf Mariners

    In the AD&D game, many characters
miss out on UNLIMITED amounts of wealth
and adventure because they can't swim.
Oceanic ADVENTURES are challenging for
medium- and high-level PCs,
but without the proper equipment, a
group's first sea voyage is likely to be its
very last. This keeps gamers from utilizing
the ocean's full potential in the campaign.
 
 

Table 1: Racial Adjustments to ability score
Race Penalty or bonus
Aquatic elf +1 to dexterity, -1 to constitution
Aquatic elf/half-elf +1 to dexterity, -1 to constitution
Aquatic half-elf None

Table II: Age Categories
Races Young adult Mature Middle-aged Old Venerable
Aquatic elf 75-150 151-450 451-700 701-1000 1001-1200
Aquatic elf/half-elf* 125-200 201-550 551-900 901-1200 1201-1400
Aquatic half-elf 24-40 41-100 101-175 176-250 251-325

* Excludes aquatic elf/drow parentage; in this case, use age categories for drow elves (DMG, page 13) + 50 years after young adult age.

Table III: Character race class limitations (by level)

Aquatic Elves
 
Ability score Cleric Fighter Mariner Thief Assassin
15 7 6 6 10 8
16 8 6 6 11 9
17 9 6 6 12 10
18 10 7 7 U 10
18/75 - 8 8 - 10
18/90 - 9 9 - 10
18/99 - 10 10 - 111
18/00-21 - 10 10 - 122

1 Intelligence of 18 and wisdom of 19 also required.
2 Intelligence of 19 or wisdom of 19 also required.
 

Aquatic elf/half-elves
 
Ability score Cleric/Druid Fighter/Ranger Mariner Thief/Thief-Acrobat Assassin Magic-user
15 7 6 6 U 10 10
16 8 6 6 U 10 10
17 9 6 6 U 10 10
18 10 71 71 U 10 10
18/75 - 82 82 - 10 -
18/90 - 92 92 - 10 -
18/99 - 103 103 - 115 -
18/00 - 113 113, 7 - 126 -
19 11 124 124, 7 U 126 11
20 12 124 124, 7 U 126 11
21 12 134 134, 8 U 126 12

1 Rangers also need intelligence and wisdom of 15.
2 Rangers also need intelligence and wisdom of 16.
3 Rangers also need intelligence and wisdom of 17.
4 Rangers also need intelligence and wisdom of 18.
5 Intelligence of 18 and wisdom of 19 also required.
6 Intelligence of 19 or wisdom of 19 also required.
7 Dexterity 17 required.
8 Dexterity 18 required.
 

Aquatic half-elves
 
Ability score Cleric/Druid Fighter/Ranger Mariner Thief/Thief-Acrobat Assassin Magic-user
15 5 6 6 U 11 7
16 6 6 6 U 11 7
17 7 7 7 U 11 7
18 8 7 7 U 11 8
18/90 - 81 8 - - -
18/99 - 91 9 - - -
18/00 - 101 10 - - -
19 10 111 113 U 11 8
20 12 122 123 U 11 8

1 Intelligence, wisdom, and constitution of 18 required.
2 Intelligence and wisdom must be greater than 18; constitution must be 18.
3 Dexterity 17 required.


 



Elfdart wrote:
My favorite party-killer is a medium to large pride of lions. Surprise + 40' leap + overbearing by an animal that weighs 300-500# + claw/claw/bite/rake/rake =TPK


 

Remember...

The unarmored Masai warriors generaly did for lions with nothing more than a spear, and one overborn would shelter under his large shield pretty effectively until his fellows killed the attacking feline.

Now a big, charging-butting/tusking-trampling critter is more likely to wreak havoc on a combat formation, while a pack of say 20 hyeans or 30 wild dogs is as effective as a prode of as many as 10 lions 

Cheers,
Gary



 
 
High Seas Children of the Deep The Ecology of the Minotaur The Dragon's Bestiary "Hello? Your Majesty?"
High Seas in 3-D Rogue Stones and Gemjumping By Tooth and Claw - -

116
MARITIME ADVENTURES (116.9)
HIGH SEAS: Ships, fore and aft, in fantasy gaming (116.10)
Nautical terms and definitions (116.10)
Ship personnel (116.11)
Points of Sail (116.11)
Ship Types and functions (116.12)
Ship Diagram (116.13)
Turns (116.15)
Backwaters (116.15)
Galley Movement (116.15)
Mangonels (116.15)
Table Descriptions (116.18)
Table 1a: Ships' statistics (116.18)
Trireme, aphract = 5,000 gp
Trireme, cataphract = 4,000 gp
Quadrireme = 25,000 gp
Hemiolia = 10,000 gp
Tremiolia = 3000 gp
Longship = 30,000 gp
River Galley = 2,000 gp
Boat = 500 gp
Cog = 5,000 gp
Caravel = 13,000 gp
Carrack = 18,000 gp
Galleon = 20,000 gp
Naval cutter = 15,000 gp
Brig = 30,000 gp
Corvette = 45,000 gp
Frigate - 60,000 gp
SOL IV Rate = 75,000 gp
SOL III Rate = 90,000 gp
SOL II Rate = 105,000 gp
SOL I Rate = 120,000 gp
Naval transport = 65,000 gp
Cutter, small = 3,000 gp
Cutter, medium = 5,000 gp
Sloop, small = 2,000 gp
Sloop, medium = 4,000 gp
Schooner, medium = 7,000 gp
Schooner, large = 14,000 gp
Packet = 15,000 gp
Clipper = 100,000 gp
Cargo, small = 25,000 gp
Cargo, medium = 40,000 gp
Cargo, large = 55,000 gp
Cargo, transport = 60,000 gp
Table 1b: Ships' combat & defensive abilities (116.19)
Table 1c: Galley's statistics (116.20)
Table II: Ships' maintenance and effects (116.21)
Table III: Crew ability & effects (116.22)
Table IV: Wind and its effects (116.22)
Table V: Amount of damage by cause (116.24)
Table VI: Damage distribution (weapons only) (116.24)
Table VII: Towing (% adjustment) (116.24)
Additional notes (116.26)
Table VIII: Effects of fire (116.27)
Table IX: Miscellaneous items (116.27)
Table Xa: Frequency of ship encounters (116.27)
Table Xb: Numbering appearing (116.27)
Table Xc: State of encountered ship (if encountered singly) (116.27)
Inspirational Reading (116.27)
Inspirational Listening (116.27)

CHILDREN OF THE DEEP: Aquatic elves in the AD&D game (116.28)
Aquatic elves: an overview (116.28)
Aquatic elven PCs (116.29)
Table I: Racial adjustments to ability scores (116.29)
Table II: Age categories (116.29)
Table III: Character race class limitations (by level) (116.29)
Aquatic elf/half-elf (116.30)
Aquatic elf/half-elves (116.30)
Aquatic half-elf (116.30)
Aquatic half-elves (116.30)
Mariners (116.30)

THE ECOLOGY OF THE MINOTAUR (116.32)
Of their appearance (116.32)
Of their growth (116.33)
Of their society (116.33)
Of my escape (116.35)
Additional notes (116.35)

THE DRAGON'S BESTIARY
Brain Coral (116.36)
Centaur, Sea (116.39)
Clam, Giant (116.39)
Grouper, Giant (116.39)
Morana (116.40)
Porcupine Fish, Giant (116.40)
Ray, Electric (116.40)
Sawfish/Sawshark (116.41)
Sea Anemone, Giant (116.41)
Titan, Sea (116.42)
Undine (116.44)

"HELLO? YOUR MAJESTY?": Communication in history and fantasy (116.46)
The horse post (116.46)
The foot post (116.48)
The pigeon post (116.48)
The sea (116.49)
Exotica (116.49)
Bibliography (116.51)

HIGH SEAS IN 3-D: A special game accessory for your favorite role-playing game (116.51)

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ROGUE STONES AND GEMJUMPING: Another of Elminster's little secrets (116.54)
Gemjump (mu6) (116.54)

BY TOOTH AND CLAW: Ordinary animals are dangerous in any game (116.58)
Herbivores (116.58)
Elephants (116.58)
Rhinoceri (116.59)
Cape buffalo (116.59)
Hippopotami (116.59)
Carnivores (116.60)
Bears (116.60)
Wolves (116.60)
Hyenas (116.61)
Lions (116.61)
Tigers (116.62)
Leopards (116.62)
Other cats (116.63)
Wolverines (116.63)
Crocodiles (116.63)
Killer whales (116.64)
Other fish of prey (116.64)
Some wilderness scenarios (116.64)