Elf, Deep [Archive] - Wizards Community

Post/Author/DateTimePost
Daemeon_Blackheart

06-09-04, 07:03 PM
Hi all I have jsut created this versio0n of an elf that lives in the same places as drow but are not the same thing. Well anyways have a look for yourself and tell me what you think.

Elf, Deep
Enviornment- Any underground

Traits- These are in addition to the high elf traits except where noted
+2 str, +2 wis, -2 con, -2 int
Darkvision 60ft. Replaces the high elf's low-light vision
+4 to hide when in dark places.
Favoured Class- Rouge. This replaces the high elf's favoured class

Apperance-
They are generally taller and thinner than the high elf and have darker hair and skin. There are often mistaken for drows. They like to wear dark clothes that makes them blend in to the underground caves and area of little light.
Ogre4Hire

06-09-04, 11:06 PM
I'd change the racial mods to +2 Dex, -2 Con, +2 Wis, -2 Cha. It seems more elven that way. And simply give them a +4 to hide checks where ever they are.

I'd also be a little hesitant to use them, since it seems like there's about a million different subraces of elves already.
bitnine

06-09-04, 11:20 PM
You might want to consider a different route. If in your world, living in the underdark can have a moderate regional effect on creatures therein, you might want to go with a template that can be applied to different underground creatures. Something that perhaps does a +2/-2 ability modification, adds light sensitivity and darkvision (or increases existing darkvision) and a couple of ther modifications.

Regional/cultural templates that don't change ECL can be real handy, providing for a uniform way to provide for those variants without having to create increasing numbers of subraces.

[Edit:

I dunno, maybe something like this:
Deep
Deep is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).

Abilities: Increase from the base creature as follows: +2 Wisdom, -2 Consitution

Special Qualities:

Darkvision (ex): The base creature gains darkvision with a range of 60 feet. This replaces any low-light vision possessed by the creature. If the base creature already possesses darkvision, they increase the range by 30 feet instead.

Light Blindness (ex): The base creature gains Light Blindness. Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds the base creature for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Favored Class: The base creature changes its favored class to rogue.

Skills: The base creature gains a +2 racial bonus to hide and survival checks made underground.

Automatic Languages: The base creature gains undercommon as a bonus language.Or at least, that's what I'd go with.

/Edit]
Teron Gorefiend

06-11-04, 03:05 PM
Originally posted by Asta Kask
The proper classification of elves remains something of a conundrum. While some sages classify them as mammals, other scholars say that the long lives of the elves and their remarkable ability to adapt to whatever climate they happen to live in, producing a number of subspecies (the number appears to increase exponentially and it is believed that in 200 years time the entire elven species will consist of different subspecies, i.e., one subspecies per living elf), leads naturally to the conclusion that they should be classified as as a sort of bacterium.