<get image: aquatic half-elf>
Aquatic Elves: an overview | Aquatic elven PCs | Aquatic elf/half-elf | Aquatic half-elf | Mariners |
Races | - | Dragon Magazine | - | 1st Edition AD&D |
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.
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
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
player characters,
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.
Both the Players
Handbook and
Unearthed Arcana
overlook the possibility
of having amphibious
player characters.
Using the Dungeon
Masters Guide, Players
Handbook,
Unearthed
Arcana, Legends &
Lore, and
the Monster Manual, I've compiled
the statistics necessary
for the solution to
this problems: the
aquatic elven race. Some
of the information
below is reiterated from
these sources, but
now collected together in
one place. Additional
material converting
this race into a
player character or NPC race
has been added. The
DM should determine
whether the use of
this character is appropriate
to the campaign.
Aquatic elves:
an overview
Aquatic elves are
known as sea elves,
though some high
elves who live near
oceans are also called
sea elves. Closely
related to their
land cousins, they can even
interbreed with land
elves and humans.
Humanoid in appearance,
they have gill slits
on the throat, webbed
fingers and toes,
silver-green skin,
and green, cyan, or blue
hair of rough texture.
They have deep blue
or turquoise eyes,
and pointed ears.
Aquatic elves prefer
warm, quiet sea
waters, particularly
those overgrown with
seaweed and other
marine vegetation.
They usually lair
in large caverns in lagoon
bottoms (often fashioning
their own
caves) and enjoy
reefs near peaceful sea
coasts. They trade
with land elves for
metal goods, which
aquatic elves are unable
to forge underwater;
in exchange, the
aquatic elves offer
coral jewelry, fish,
treasures scavenged
from shipwrecks or
sacrifices, and other
gifts of the sea.
Because they have
been so long separated
from their land-based
cousins,
aquatic elves rarely
distinguish one race of
land elves from another
and extend at
least tolerance and
good will toward all
but drow (whom the
aquatic elves view
with antipathy).
The land elves return the
very same feelings.
Those who are born of
an aquatic elf and
land elf are at least
tolerated, as are
those born of a human
and an aquatic elf.
Though they prefer
the company of
elves, aquatic elves
tolerate peaceful humans.
Unfortunately, fishermen
and sailors
sometimes slay aquatic
elves in the
belief that the latter
are sahuagins. Nonetheless,
aquatic elves are
known to save
drowning sailors.
These elves are quite
friendly towards
dolphins, with which
they can communicate,
and can summon
dolphins with their
cries if the latter are
within 240 yards.
Aquatic elves harbor a
great hatred for
sharks and sahuagin, who
are their mortal
enemies, and attack them
if at all possible.
Ixitxachitl and kopoacinth
(gargoyles) are usually
too rare to be much
of a threat, though
the more common
kaolinth (aquatic
hobgoblins), merrow
(aquatic ogres),
and scrags (marine trolls)
present a real danger
in some areas.
Kaolinth pursue aquatic
elves with all the
fury that their land-based
cousins pursue
land elves. Mermen
and locathah are
neutrally regarded;
tritons and marine
storm giants are
tolerated by and sometimes
live in close harmony
with aquatic
elves. Sea hags and
aquatic elves rarely
meet, since the former
prefer dismal lairs
to the serene beauty
of the latter?s realm.
Lizard men are generally
disliked for their
barbarism. The hated
lacedons cannot
paralyze aquatic
elves, just as land elves
are immune to the
paralyzing touch of
ghouls.
Aquatic elves often
capture and train
certain marine creatures
for use as steeds,
beasts of burden,
and pets. Sea horses, sea
lions, giant turtles,
narwhales, swordfish,
and the like are
sometimes found in association
with communities
of these elves.
The shy aquatic elves
are able to hide in
marine vegetation
so well as to become
invisible to onlookers.
They can identify
dangerous marine
life such as strangeweed
90% of the time,
and they know how
to swim quietly through
the water so as
not to attract the
attention of sea-going
predators.
The weapons of preference
for this
undersea race include
the trident, spear,
and combat net. Other
weapons useful in
undersea environments
are also used,
though to a lesser
extent: daggers, knives,
darts (10' short,
20' medium, and 30' long
range), thrusting
and stabbing polearms
(pikes and military
forks), and short
swords. Javelins
and harpoons are sometimes
used by aquatic elves
on surface
missions, and undersea
crossbows (30'
short, 60' medium,
and 90' long range;
otherwise as per
light crossbows). Adventuring
aquatic elves may
learn other weapons
if they stay on land
often enough, but
this is rare.
Aquatic elven PCs
A character of aquatic
elven stock can
opt to be an assassin,
cleric, fighter, thief
(but not a thief-acrobat),
fighter/cleric, or
fighter/thief. Aquatic
elven thieves have all
the bonuses
and penalties to their skill
rolls as do any other
elves (Players Handbook,
page 28), except
for a -20% modifier
to climb walls. They
are used to
swimming over obstructions,
not climbing
over them. Aquatic
elves also have a
+15% bonus to hear
noise when underwater,
regardless of class.
Though aquatic
elves cannot cast
magical spells, they can
use certain scrolls
and magical devices
that can be used
by any other race or
class, and aquatic
elven thieves may cast
spells from scrolls
if of sufficient level.
The starting
ages for aquatic elven characters
is the same as for
other elves (DMG,
page 12-13). Ability
score maximums and
minimums
are as per the Players Hand-
book, page
15; a +1 comeliness bonus is
also applied.
All aquatic elven
characters can speak
the following languages
in addition to that
of their chosen alignment:
common, elvish,
delphinese, locathah,
merman, sahuagin,
and triton. Aquatic
elven characters of
above 15 intelligence
are able to learn one
additional language
for every point of
intelligence over
15; for example, a character
with an 18 intelligence
score could
learn three additional
languages.
When employing a spear
or trident,
aquatic elven characters
gain a +1 bonus
to hit on attacks.
They can swim silently
on a roll of 1-5
on a d6, hide in marine
vegetation with 80%
success ( +1% per
experience level),
have a 90% resistance to
sleep and charm spells,
possess infrared
vision up to 60'
in the sea and 120' above
water, and can detect
secret and concealed
doors as well as
land elves (note concealed
doors 1 in 6 times
if passing by them; note
secret doors 2 in
6 times and concealed
doors 3 in 6 times
if searching for them).
Aquatic elves have
excellent hearing and
vision underwater,
so the aquatic elves are
only surprised on
a 1 in 6 chance when
underwater. They
have normal chances
for surprise when
above the watery
depths. Because of
their gills, these characters
may breathe air or
water at will for
unlimited duration.
However, for every
full day spent away
from water, an aquatic
elf must make a system-shock
roll or else
lose a point of constitution.
This loss represents
the drying out of
the skin, and a
maximum of three
points of constitution
can be lost in this
manner. If immersed in
water for a minimum
of one hour each
day, an aquatic elf
stays in good physical
condition. Lost constitution
may be regained
by one full day of
immersion in
water for every point
so lost.
Aquatic elves can
swim while wearing
elfin chain mail,
leather, studded leather,
or padded armor.
Heavier armor causes
them to sink to and
walk on the sea bottom.
Because aquatic elves
dislike metal
armor, they usually
wear armor made
from sea creature
hides and scales, which
can function as padded,
leather, studded
leather, and scale
mail. A few also utilize
sea turtle shells
for shields quite effectively
in combat, but only
when out of
water. Aquatic elves
move underwater at
the same rate a land-born
character moves
outdoors; for example,
three times the
movement rate in
a dungeon.
When fighting underwater,
the aquatic
elves have no natural
penalties to hit as do
land dwellers. They
also gain automatic
initiative against
land dwellers when the
two are in combat
underneath the water.
The aquatic elven
race prefers to live
underneath the waves,
so they rarely
adventure on land.
Though they are an
amphibian race, they
feel out of place on
land, as a human
would feel if he spent
long amounts of time
underwater. Aquatic
elven clerics worship
the deity Deep
Sashelas
(from Deities & Demigods, pages 92
and 125). The overall
alignment of sea
elves is chaotic
good, though player characters
and NPCs may be of
any alignment.
Aquatic elf/half-elf
The aquatic elf/half-elf
is the offspring of
a sea elf and a land
elf, usually of the highelven
sort. A character
of this race can opt
to be of any character
class permitted to
either parent, but
not of a class forbidden
to both; the cavalier
class cannot be entered.
An aquatic elf/half-elf
has the ability
to see into the infrared
spectrum out to
60? in darkness,
above or beneath the
water. Aquatic elf/half-elves
also have a
30% resistance to
sleep and charm spells,
and they can detect
secret and concealed
doors as well as
full-blooded aquatic elves.
Being able to breathe
underwater as well
as aquatic elves,
the aquatic elf/half-elf can
swim and fight underwater
just as well as
an aquatic elf can.
They have normal
chances for surprise
above and beneath
the water (2 in 6
chancel. Starting ages are
as per normal elves.
These beings do not
lose constitution
points from staying out of
water. Ability
score maximums and minimums
are as per the Players
Handbook,
page 15 (for elves
in general); a +1
comeliness bonus
is applied.
Aquatic elf/half-elves
speak elvish, and
six of the following
languages: locathah,
merman, sahuagin,
triton, gnome, halfling,
goblin, hobgoblin,
orcish, gnoll, or the
"common tongue" of
mankind. They can
also learn an additional
language for every
intelligence point
that character has above
15; e.g., a character
with an 18 intelligence
score could learn
an additional three languages.
Aquatic elf/half-elves
can also
summon and communicate
with dolphins
like aquatic elves.
The appearance of
this sort of being
varies, with the
aquatic-elf characteristics
being most prominent
(gills, silvery skin,
and webbed fingers
and toes). The eyes
and hair usually
take the appearance of
the land-elf parent.
Aquatic half
-elf
An aquatic half-elf
is the offspring of a
human and an aquatic
elf, one of the rarest
part-humans known.
A character of
this sort can adopt
any character class
permitted to the
usual sort of half elves,
save for the bard,
barbarian, cavalier, and
illusionist classes
(and combinations
thereof).
The aquatic half-elves
have infravision
out to 60' in darkness,
above and beneath
the water. They can
swim and fight underwater
just as well as an
aquatic elf can,
and also have normal
chances for surprise
above and beneath
the water. Detection of
secret and concealed
doors is as per
aquatic elves. Aquatic
half-elves may
breathe air or water
freely. Starting ages
are as per other
half-elves. Constitution
points are not lost
from staying out of the
water. Ability
score maximums and minimums
are as per the Players
Handbook,
page 15; a +1 comeliness
score is applied.
The aquatic half-elf
speaks the following
languages: elvish,
locathah, merman, sahuagin,
triton, and common.
The aquatic
half-elf can summon
and communicate
with dolphins like
an aquatic elf.
Mariners
If the mariner
NPC class is employed
(DRAGON®
Magazine #107, page 38), the
mariner class may
be substituted in the
following tables
for the fighter class by
any given character.
However, a dexterity
of 17 is required
to exceed 10th level as a
mariner for any aquatic
elf, elf/half-elf, or
half-elf. A dexterity
of 18 is required to
exceed the 12th level.
DECEMBER 1986
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