Elf Conversion for Homebrew Campaign: Eil'Fey [Archive] - Wizards Community

Post/Author/DateTimePost
Trachmyr

10-23-07, 11:22 PM
**UPDATED** More info, a bit more fleshing out. Just a little left to finish, which will be in my next update. Then I'll move on to the Strochen, Dwarves with bones of stone and a mind made for tinkering.

This is my elven conversion for a homebrew campaign I'm delveloping, please give me your thoughts and criticisms.

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Elves (Eil’Fey)
Elves, who are know as the Eil’Fey amongst their own kin, are a reclusive and clannish folk who inhabit the untamed rainforests and wildwoods of the land. While they are a cautious and suspicious people, they have been known to adopt outsiders into their clans and treat such people warmly. Elves are viewed as a paradox, while at first they appear as a primitive people, they exhibit exquisite arts, an enlightened society and an intimate understanding of their lands.

Personality: To an outsider, elves appear aloof and often emotionally distant. The truth is that they are an intensely passionate people, their emotions always churning just beneath their surface. Conversely, they are also a serene folk, and place great importance on the harmony of spirit. Often this places them at odds with themselves, so they practice a calm and moderate temperament, but allow their passions to be expressed fully in art, dance, song and intimacy. Outsiders often attribute their calmness to a dulling of emotions due to their long life spans, this is until they witness an Eil’Fey ceremonial dance, or hear an Eil’Fey lament put into song. The fact is that their life spans have the opposite effect on elven psychology, with so much time to live they place little importance on the past or future, they are very much creatures of the ‘Now’. Their intense curiosity remains with them their entire lives, and they are always quick to deal with threats to their clan or forests. While their traditions and celebrations may go back thousands of years, each one is approached with the same fervor year after year. Eil’Fey live closely with their clans and forests they inhabit, they place little importance on possessions and none on wealth. They take only what they need, and waste nothing, openly sharing their possessions with their kin. Such concepts as greed and duplicity are alien to them, however they are not naive to their existence, thus making them cautious and suspicious of outsiders. It is not uncommon for an Eil’Fey to take up adventuring once they have been exposed to outsiders. Some do so to scout for threats, most do so out of sheer curiosity. Yet all Eil’Fey eventually return to their beloved clans and forests that they call home, often bringing tales that ignite the curiosity of the next generation of adventurers.
Young Eil’Fey who are in their ‘Years of Spring’, sometimes called elflings by humans and other outsiders, are more playful and carefree. They are just as curious as older Eil’Fey, but lack the experience and wisdom that comes with age. As an Eil’Fey is considered an adult at a young age, usually 13 years in most clans, some Spring Eil’Fey begin their adventuring and travels early in life. This is usually discouraged, as the naiveté of youth often causes the Spring Eil’Fey to find themselves in danger.

Physical Description: Elves are short, quite thin and graceful, standing from 4-1/2 to 5-1/2 feet tall and typically weighing 85 to 125 pounds. Elven males are the same height as females, only marginally heavier, and exhibit an androgynous appearance. Elves range from pale skin, many with a faint bluish hue like fallen snow, to earthy shades such as deeply tanned and bronzed skin, or even olive hues or that of autumn leaves. While darker skin is more common in warmer climates, and paler shades more common in northern climes, an Eil’Fey’s clan bloodline is more of a deciding factor than their environment. Hair color tends to be darker shades of browns, olives and auburns. Black, blue-black and dark violets are less common but can be found amongst many clans of the warmer rainforests. The most northern clans also display shades of blonde, red and white amongst their kin. Eil’Fey of both genders have no facial or body hair, and possess natural earth-toned pigments in their finger and toenails. Green eyes of all shades are by far the most prevalent, but shades of amber, copper and blue can also be found. Due to their strong family blood-ties within each clan, homogenous features and colorations are commonplace, and most Eil’Fey can identify another's clan with but a quick glance. Young elves tend to have brighter pigments that become more subdued once in summer, while elders become more monochrome, darkening or lightening to whites, blacks and grays.
Eil’Fey have no taboos or modesty concerning nudity, they wear only what is practical in their environment, preferring unhampered mobility first and foremost. In particular, the hands and feet are rarely ever covered, unless harsh weather conditions require such protection. That is not to say they do not adorn their body for an aesthetic purpose, silken veils, sashes and skirts are common. Jewelry of all kinds are worn, made from the natural materials of their environment, hemp bracelets, shell necklaces, feathered belts, and hair adornment of all sorts are common. Although elves prefer moderation in adornment, they produce a myriad of varieties and styles, and are viewed as personal expressions amongst their kind. Most Eil’Fey wear body paints, displaying intricate patterns on their skins, earth tones and pastel shades, particularly of blue are preferred, but other hues may be used when desired. Tattoos are also common amongst many clans, many of which are enchanted, however all forms of piercings are nearly unheard of, and would be viewed with a degree of disdain. When traveling an Eil’Fey will wear clothing as local customs require, and prefer light loose-fitting garments in earth tones or shades of pastels.
Elves possess an unearthly grace and fine features, and are often considered hauntingly beautiful in a primal and surreal manner. While the typical elf reaches adulthood in roughly the same time as a human, they can live for hundreds of years. Childhood is referred to as the ‘Years of Spring’, adulthood is known as the ‘Years of Summer’. Elves only truly age at the beginning of their lives and at the end. Spring elves grow in much the same way as humans until they reach adolescence, after that all aging ceases, and they can remain in their ‘Spring Years’ for many years to come. Eventually they feel the time is upon them to enter into summer, in which time they enter a deep state of ‘Slumber’. During this process, the wilderness sprouts around them, cocooning them in a blanket of moss, ivy, flowers and other foliage. After 24 hours the elf emerges, both older and wiser, now in the ‘Years of Summer’. Like the calling of summer, each Eil’Fey knows when it is time to move beyond summer and pass into the ‘Years of Autumn‘. The process is much the same, the Eil’Fey enters into slumber and the forest wraps around them, and once they emerge they have gained wisdom and a powerful connection of nature that is awe-inspiring to behold. Once an Eil’Fey passes into ‘Autumn’ they undergo an aging process that can take several decades. Their skin becomes weathered and either darkens or lightens until it becomes black or white, likewise their hair and eyes change until their features take on a monochrome appearance, with just the slightest hint of their former pigmentation. More importantly, their connection with the land grows immensely, and the power they possess becomes frightening. The end of this process connects their soul so completely to the spirit of the land that they literally fade from existence and join the spirit of nature. This fading is the ‘Years of Winter’, and occasionally an Eil’Fey who has gone into winter will manifest as a nature-bound spirit in times of great joy or peril for their clan.
Winter is not the end for an Eil’Fey, eventually their spirits are reborn into a child of spring, but their memories and skills are wiped clean by this event. Rarely, an Eil’Fey will be born with a few hazy memories intact, such a child is believed to be destined for greatness. Eil’Fey have low birth rates and a gestation of one year, and it is rare for more than three children to be born to a single elven mother over her entire life span. Eil’Fey cannot be conceived outside of the wild places of nature, and those born in urban or settled areas are invariably still-born. Thus, pregnant Eil’Fey will not leave their homelands even for the smallest measure of time. The exception to this is the ‘Feyborn’, the uncommon conception between an elf and a human.
Eil’Fey do not need to sleep on a regular basis, they feel rejuvenated on the dawn of every day. However they do require a deep sleep they call ‘Slumber’ at least once a week in a natural setting. During slumber an Eil’Fey can go without eating, can heal at an accelerated rate and can telepathically communicate with others of their clan.

Relations: Humans are viewed with a great deal of curiosity but also some apprehension. As a species, humans have been around for less than a five hundred years, in the beginning the Eil’Fey looked upon them as kindred souls. What’s more is the ability to interbreed with humans seemed to be a sure sign of their compatibility. The Eil’Fey taught the humans much about the land and how to survive. Yet recently the humans seem to be turning that knowledge against the land itself. The Eil’Fey also are confounded by the sheer diversity of man, no two humans or human settlements are the same. It is just as easy to find a friend amongst the humans as it is to find an enemy. In the past few decades, some human settlements have begun skirmishing against the elves in the Borderlands, burning forests and attacking the Eil’Fey. Humans are still judged as individuals, or at least their communities are judged individually, but this might soon change as humans continue to abuse the lands and raid along the Borderlands. Suspicion and distance is the way Eil’Fey deal with humans now, until they prove themselves friends or reveal themselves to be threats. The ’Feyborn’, humans born of one Eil’Fey parent, are the embodiment of this uneasiness. Trapped within a cold war, and not trusted by either side, Feyborn must often make a difficult choice between their human heritage or elven blood, or simply choose to leave on their own.
There are longstanding tensions between the Uroks, what humans call ‘orcs’, and the Eil’Fey due to thousands of years of raiding by the Uroks along the Borderlands. Few Eil’Fey will tolerate an Urok for long, and will view them with suspicion and disgust. Eil’Fey have had little contact with the Strochen, or dwarves in the human tongue. However, their personalities and societies are so dynamically different from the Strochen that misunderstandings and offended sensibilities often sour what few relationships that have a chance of forming. Strochen are seen more of a crude caricature, often leaving an Eil’Fey at a loss, and preferring to find company and peace elsewhere.
Gnomes are well know to the Eil’Fey, having dealt with them positively for many centuries. Most gnomes are given the benefit of hospitality and a moderate degree of trust even if they are outsiders. Gnomes’ inventions capture the curiosity of the elven people; their stories are entertaining and humorous. This is a welcome deviation, as comedy is not all that common in elven tales. Less scrupulous gnomes often put aside their larcenous tendencies as the elven culture is so generous with their possessions when it comes to friends, and small gifts of gemstones (sometimes very valuable ones) are often paid to gnomish taletellers and entertainers that retain the trust of the clan. Other fey are treated warmly, and seen as extended family, likewise fey are almost always well disposed to the Eil’Fey. Relationships, including romantic ones, are not uncommon between Eil’Fey and other fey. Conception between such ‘mixed-fey’ occurs with some frequency, but since all fey breed true in such ‘mixed’ pairings, this does nothing to help increase the Eil’Fey’s numbers. Many fey take up permanent residence with an Eil’Fey clan, and are treated as clansmen in every way.

Alignment: The Eil’Fey are creatures of passion, albeit subdued passions. They neither have the social experience or psychology to grasp an existence ruled by order and rote, or one that would curtail personal freedom or expression. It is not simply foreign to them, but alien, and thus an Eil’Fey cannot be of any Lawful alignment. They do possess a collective cohesiveness, an inherent belief in a strengthening their clan or group, and practice their own form of self-discipline; thus they tend to fall within more neutral alignments than chaotic. More elves has fallen to Evil alignments in recent times than ever before, especially amongst the borderlands. Elves aren’t born evil, and the road they take to get there is filled with good intentions. It is vengeance, not greed, cruelty or desire for power, which brings an elf to the throes of evil, and even so that evil is never channeled within their clan or people. Evil elves are every bit as generous and helpful to their own, but their spirits have become dire and morose, their tactics brutal and without mercy, and their outlook on life fatalistic. Good alignments are by far more common, but as exposure to the treachery of the outside world increases, this tendency is beginning to wane.

Elven Lands: Elven lands are part of every Eil’Fey in a way that even the most spiritual human druid couldn’t fully understand. Their lives and well being are tied to their lands, if their lands are harmed, so too are the clans that inhabit them on a spiritual level. Eil’Fey make their homes in the wildwoods and rainforests yet untouched or spoiled by others. Their clans number less than 100, and their homes are blended into the wildwoods in a symbiotic nature. Elves hunt and gather only what they need, and waste nothing. They do not mine or use metals, but rely heavily upon the natural vegetation for their crafts. They have little contact with outsiders, but occasionally will trade jewelry, elven crafts or found gemstones for items of aesthetic value.

History: The Eil’Fey were created along side the other fey races when the first wildwoods were seeded by Shelandruu, the primordial goddess of nature. The most social of the fey, they formed communities and lived in peace with the land through all of prehistory. Their inherent connection with the land allowed them to call upon the land through magic to aid them and form their communities in a symbiosis with the land, rather than at its detriment. When the bestial races were let loose upon the land, they utilized their millennia of familiarity with their environment to protect their homes and turn back the invading Uroks and Gnolls which infested their wildwoods. The Gnolls retreated into the dark corners of the forests and swamplands, and still occasionally harass the Eil’Fey today. The Uroks, embattled on both sides by the Eil’Fey and the Strochen, fled into the northern foothills and badlands. The bottleneck between the Eil’Fey’s Wildwoods, Strochen‘s Undermountain Citadels, and now held Urok wasteland was named the Borderlands. The borderlands remains the most bloody region in history, and with current events, is likely to become even more in the future as human frontiers now stretch out into this pivotal region.
While the Eil’Fey of the southern rainforests never faced the hordes of Uroks and Gnolls that the northern elves had to deal with, they have always been faced with a continuing threat that persists until this day. The Yuan-Ti also call the jungles home, and when the Eil’Fey and Yuan-Ti cross paths, it is rarely peace that ensues. The Yuan-Ti have been a thorn in the side of the Eil’Fey since the Eil’Fey were first created, often being taken as slaves to serve the serpent masters. When a nest of Yuan-Ti are discovered, all Eil’Fey clans band together to exterminate them, but for every nest destroyed, another soon appears. The war between the Yuan-Ti and Eil’Fey has ebbed and flowed for millennia, with no end or clear victor in sight. Primitive humans of the rainforests first provided a bit of a shield against the Yuan-Ti, but now as more and more humans willingly serve the serpents, the Eil’Fey are faced with a looming threat that grows in the heart of their land.
Humans are the newest race to appear, less than five centuries old. Humans however have become one of the most abundant and advanced cultures in this short time. While much of the humans recent technological advanced is due in large part to shared and ‘borrowed’ knowledge from the Strochen, humans owe their initial success directly to the aid of the Eil’Fey. In the recent decades however, the humans have seemed to turn against the Eil’Fey and the wilderness which originally gave them shelter and sustenance. Recent skirmishes and exploitation of the woodlands by humans have brought the elves of the Borderlands to a state of cold warfare with humanity. Tensions are rising, and with the hordes of the Uroks amassing to the North, it seems as it won’t be long before this region once again becomes the setting for a new bloody chapter in history.

Religion: Elves are not religious, and only those that adopt the cultures and practices of outsiders ever actively worship any deity. That is not to say that the Eil’Fey do not respect and pay tribute to the nature deities of the ‘Old Pantheon’, Shelandruu in particular, but they have no formal religion, erect no shrines or temples, and possess no clerics of the faith. Eil’Fey do not draw upon the divine energy of a deity to work druidic magic, it is inherent and their birthright. Furthermore, their cycle of birth and death is part of the land, there is no afterlife for them to aspire. In fact, the idea of being removed from their cycle of rebirth is nothing more than a nightmare. Thus elven clerics are unheard of, and an Eil’Fey would have to fully abandoned their fey heritage to follow the path of the divine.

Language: Elves speak a fluid and poetic language they call Syl’Fey, composed of subtle intonations and fine body language. Their syntax and grammar is very versatile, and has a ‘sing-song’ quality. Their songs and poems are famous, and many bards learn elven so that they can add elven ballads to their repertoires. Syl’Fey, or sylvan in the human tongue, is a language known by all fey at birth, it is not learned, it is ingrained, and thus has not changed for countless millennia. The sylvan script however is something that must be learned, it is a more recent creation of the Eil’Fey and has been adopted by other fey as well. Sylvan script is simplistic, a large set of pictograms that is more useful for trail marking than communication. Only simple concepts, or information regarding the natural environment can be communicated. Eil’Fey have no literature to speak of, they use oral history, song and tale-telling. While every Eil’Fey learns the basic trail markers, hazard glyphs, and pictograms of the most common plants, creatures and places of their land, few learn the larger body of pictograms used for communication, thus most Eil’Fey are considered illiterate.

Names: An Eil’Fey will bear five names over their lifespan. The first is their ‘True Name’ that all Eil’Fey know at the time of their birth, but are unable to speak it themselves. The second is their ‘Spring Name’, given to them by their clan or guardians. This ‘Spring Name’ is often a poetic expression of a personal trait, or an even surrounding their birth. The third is their clan name and is always spoken first, it will only change if the Eil’Fey undergoes a ceremony to change their clan. Their is no official marriage in Eil’Fey society, although Eil’Fey may pledge themselves as ‘Bonded’ to each other for specific time-spans, or even one entire life cycle. This ‘Bonding’ only changes ones name if one Eil’Fey also changes clan, although it is common for Eil’Fey of neighboring clans to remain with their original clan, and visit one another frequently. Children are always part of their mother’s clan at birth, and change clans only if their Guardian changes clans as well. The fourth name is chosen by the Eil’Fey once they reach adulthood, this ‘Summer Name’ is often an expression of the goals or accomplishments of that individual. The fifth name is given to them by the land itself once they pass into ‘Autumn’, and it is a primordial name of power.
Common male names are Aramin, Aust, Enialis, Heian, Himon, Ivellios, Laucian, Quarion, Soveliss, Thamion, Tharivon.
Common female names are Anastrina, Drusilla, Felosial, Ielenia, Lia, Miela, Qillathel, Silaquil, Vadania, Valanthia, Xanaphia.
Common clan names are Amastacia, Amakiir, Galanodel, Holimion, Liadon, Meliamne, Nailo, Siannodel, Il****iir, Xiloscient.

Adventurers: Elves take up adventuring out of wanderlust or curiosity, and occasionally to scout outsider lands for threats to their homeland. Their excursions are always temporary, eventually returning to their clans in the wilderness. Temporary however can be several decades for the long-lived elves, and they might travel wide and far in their adventures. Elves do not like the regiment and rote found in most cultures, thus they take up careers or adventures that fulfill their curiosities. Elves are always on the lookout for information or things that can help their clans, and every wandering elf is in part a scout against threats to their wildwoods. Elves avoid politics, as the nuances of such are beyond their understanding. Elves outside of their lands still follow the beliefs and codes of their homeland, in a sense they take their woods and clan with them where ever they go.

Classes: By far the most common classes for elves are scout and druid. Along the Borderlands, more martial elves often become rangers rather than scouts. The path of the ranger is very different for the Eil’Fey than for other races. While becoming a ranger is often accompanied by a deepening connection to the wild, for an Eil’Fey it represents distancing themselves from the primal spirit of nature. Eil’Fey use their inherent connections to improve their martial prowess, and exploit their natural environments to become a toll of warfare. Bards are the next most common class, minstrels, historians, and entertainers can be found amongst every clan, although an Eil’Fey bard practices nature magic rather than arcane. Their are no sorcerers or wizards amongst the Eil’Fey, as they have no ability to manipulate the arcane forces, the rare exception are Eil’Fey that are born from the union of a planar outsider. Clerics are unheard of, but technically possible. Elves do not possess the discipline to become paladins or monks. Some elves, which travel the outsider’s land, become fighters or rogues, but elves in their homeland should take levels of scout instead. Barbarians are uncommon, the loss of control and tactics is something most elves avoid. However barbarians can be found amongst the elves, and entire clans of barbarians exist, most are chaotic in nature. Their are no nobles, commoners, adepts or warriors amongst the Eil'Fey. Even ‘common’ elves will be experts or scouts.

Racial Feats: Brachiate, Craft Infusion, Elven Poison Expert, Fleet of Foot, Foehunter (Gnoll, Yuan-Ti or Orc), Forester, Recalled Incarnation, Swift and Silent, Tattoo Magic (Available to 1st Level Casters).


Elf Racial Traits
+4 Dexterity, +2 Wisdom, +2 Charisma, -2 Strength: Eil’Fey are graceful, in tune to their natural surroundings, comely and have an air of awe about them, but their slim builds lack the strength of other races.
Fey: Eil’Fey are not subject to spells or effects that affect only humanoids, such as ‘charm person’ or ‘dominate person’.
Frail Build: Even though elves are Medium creatures, their frail build means that they are treated as small creatures in opposed physical contests such as Bull Rush, Grapples and Overruns. A Eil’Fey is also treated as having a Constitution score of two lower than normal when determining Hit Points, in other words, -1 Hit Point per HD. No other penalty or benefit is gained for their size other than what is specifically stated above.
Speed: Elf base land speed is 30’, but increases to 40’ if unarmored and not carrying more than a light load.
Climb: Elves have a climb speed equal to 1/2 their land speed. Bonuses that increase land speed also improve climb speed at half the value. They gain a +8 racial bonus on all Climb checks. They must make a Climb check to climb a wall, tree or slope with a DC of more than 0 but can always choose to take 10, even if rushed or threatened while climbing. If accelerated climb is chosen then climb speed is equal to full land speed and a single Climb check is needed at a -5 penalty. Run action is not available while climbing. Dexterity bonus to Armor Class is retained while climbing, and opponents get no special bonus on their attacks.
Low-Light Vision: An elf can see twice as far as a human in conditions of poor illumination if using a light source, such as a torch, lantern or bonfire. They can see three times as far under diffuse illumination such as moonlight and starlight.
Elven Grace: An elf uses their dexterity bonus for Climbing, Jumping and Swimming if better. They gain a +8 to all Balance checks, and can always choose to take 10 on a balance check. Balancing elves do not lose their Dexterity bonus to armor Class and attackers gain no special bonus on their attacks. An elf that moves at least 40’ in a turn can shift their weight in such a way that they can move along a surface normally able to only support creatures of two size categories smaller than themselves. This requires a Balance check at a DC of 15, or increases the DC of a Balance check by 5. They are treated as having Weapon Finesse when making unarmed or natural attacks, and are eligible to take the Weapon Finesse feat even if they don’t meet the prerequisites. An elf using the Weapon Finesse feat may also use their dexterity for short spears and quarterstaffs, although they only gain a damage bonus equal to their Strength bonus x1, not x1.5.
Keen Senses: An elf receives +2 on all Listen, Search and Spot checks. An elf who merely passes within 5’ of a natural hazard, pit, snare, deadfall or trap constructed out of natural material (as per the Detect Snares and Pits Spell), is entitled to a search check to notice it as if they were actively looking for it. They cannot detect a constructed trap with a DC greater than 20 unless the elf also possesses the ‘Trapfinding’ ability.
Resistance to Enchantment: Elves gain a +2 racial saving throw bonus against enchantment spells and effects, and are immune to effects and spells that cause sleep unless they specifically state that they can force an elf into slumber.
Slumber: Eil’Fey do not need to sleep on a regular basis, they feel rejuvenated on the dawn of every day. However they do require a deep sleep they call ‘Slumber’ at least once a week, and this must be done in a natural setting where they can feel unsullied earth on their skin beneath them, and the open sky on their face above them. Slumber can only be entered at dawn or dusk, and an Eil’Fey can choose to remain in slumber indefinitely, awaking at any predetermined dawn or dusk they choose. They will sleep in this state for at least 12 hours, and are quite vulnerable when doing so, nothing short of physical damage will wake them, and they will be stunned for 1d4+1 turns afterwards, double this if they haven’t ‘Slumbered’ this week. Any interrupted 12-hour segment of slumber gives no benefit to the Eil’Fey so awakened. If a full week has passed since an Eil’Fey has ‘Slumbered’, they are considered Fatigued, cannot recharge spells, and suffers 1 point of constitution drain per additional day that passes. This constitution drain can only be recovered via slumber, and if the Eil’Fey is reduced to 0 Constitution, the Eil’Fey dies. During a ’Slumber’ an Eil’Fey experience deep emotional dreams, and recharges their connection with nature, they may also communicate with any other Eil’Fey of their clan, that is nearby or that they know intimately who is also in ‘Slumber’ as per the spell Rary’s Telepathic Bond. This is a Spell-Like ability cast as a sorcerer of a level equal to the Eil’Fey’s HD. Only one casting can be done per ‘Slumber’ entered, and no more than 1/day. Range is unlimited and their is no limit on the distance between targets provided that the targets are Eil’Fey clan members or are intimately know. All targets must be Eil’Fey or ‘Feyborn’ and must be in slumber, if a target is chosen that is not in slumber, then the Eil’Fey may choose another valid target instead. The Eil’Fey must have spent at least 6 hours in slumber before this ability can be used, and the spell ends immediately if the Eil’Fey awakens. Unlike the spell, the Eil’Fey forging the bond cannot exclude themselves from the connection. During slumber an Eil’Fey does not need to eat or drink, and heals at a rate of twice their HD per 12 hours of slumber, ability damage is healed at 2 points per 12 hours of slumber.
Social Simplicity: Elves can never possess Appraise or Bluff as class skills. They receive a -6 Penalty when using Appraise, Bluff, Forgery, Knowledge (Nobility and Royalty), or any deceptive use of Gather Information. If using appraise to estimate an items value, this penalty increases to -12. They also receive a -6 penalty on Sense Motive rolls when someone is actively using the bluff skill against them in a social situation (but not against feints). This penalty can likewise be applied on any roll that involves being or detecting deception, as well as politics and ‘sophisticated’ etiquette. When detecting deception, an elf may be automatically suspicious, in which case the penalty is applied when attempting to tell if someone is being truthful. By default, elves are always suspicious of outsiders and strangers, with the exception of other fey and gnomes. One major effect of their lack of social understanding is their inability to understand the monetary value of goods, services, equipment and treasure. When an Eil’Fey sells goods, they only receive 50% of the normal selling amount, likewise an elf must pay twice as much for most goods. This does not apply to goods purchased from other Eil’Fey. This penalty can be reduced or eliminated for very honest merchants, or increased to as much as -75% selling value, and +300% purchase cost for unscrupulous merchants. For most items bought outside of an Eil’Fey community the standard double cost applies, but when an elf purchases or sells a particularly expensive item, the DM tells them how much they paid or receive after they make the transaction, and the player may not ‘cancel’ the deal retrospectively. Allies may bargain for an Eil’Fey to avoid these price hikes, but they are perfectly able to hike the price themselves and pocket the difference. It is important to note that an Eil’Fey will not get upset at this price gouging, as they do not understand the concept of monetary value, so one must separate player knowledge from character knowledge. Starting Eil’Fey should pay twice as much for all their gear which is not specifically found within an Eil’Fey community, and convert any remaining money into jewelry, gemstones, etcetera. Eil’Fey gain only half normal starting wealth or wealth by level when first created.
Wildwood Harmony: Elves always treat Knowledge (Nature) and Knowledge (Geography) as class skills, and gain a +2 bonus to all checks with these skills. They may use these knowledge skills at their default even if untrained. They likewise treat Survival as a class skill, gain a +4 bonus on all checks with that skill, and are required to maintain maximum ranks in their Survival skill. They also receive a +2 bonus to Wild Empathy if they possess that ability.
Cycle of Life and Death: The soul of an Eil’Fey who is killed prematurely will pass into the “Years of Winter” in one week’s time, or immediately in the case of an Autumn Eil’Fey. Once an Eil’Fey passes into ‘Winter’, there is nothing that can restore them to their past life, although a ‘Miracle’ or ‘Wish’ spell can cause them to manifest for a day as a spirit. An Eil’Fey cannot be raised or resurrected, even through a ‘Miracle’ or ‘Wish’ spell. They can be reincarnated if not yet in ‘Winter‘, although the spell functions slightly different for Eil’Fey. Eil’Fey who are reincarnated always return as Eil’Fey in the same life cycle as they were originally, although their appearance can be radically altered, and can return as a different gender. Eil’Fey cannot be raised as undead or become undead. Eil’Fey receive a +2 saving throw bonus against all death effects, however any Eil’Fey who is slain from a death effect passes immediately into ‘Winter’, and cannot be reincarnated.
Automatic Languages: An elf knows the Sylvan language inherently, but does not automatically begin with any other language. Bonus languages include Gnoll, Gnomish, Uroken, Trade Common, Aquan, and the dialect of the closest human region. Elves are normally illiterate (as per the trait of the same name in UA (pg.88), this trait does not count against the normal limit of two traits for starting characters), but receive a +1 to Perform (Oratory) and Perform (Sing) checks representing their strong tradition of oral history, tale-telling and song. It costs 2 skill points to buy off illiteracy for an elven character.
Favored Class: Scout. A multiclass elf’s scout class does not count when determining whether they take an experience point penalty for multiclassing. Skirmishing and survival within the wilderness is inherent in every Eil’Fey, and teaching of such skills begins early in the ‘Years of Spring’. Along the Borderlands, the focus has shifted in many of the clans, and thus an elf may choose Ranger instead of scout as their favored class if Ranger is taken at 1st level. This choice once made cannot be changed later, the substitution is permanent.
Level Adjustment: -4,000 Experience. While Eil’Fey are more powerful than a human, the Level Adjustment system is not used as it unfairly hampers characters at higher levels when the benefits they gained become less important and easily duplicated by magic. Instead, an Experience Point cost is assessed for all races of significantly increased power. This cost is subtracted from the amount of ‘starting experience points’ given to characters. Thus an Eil’Fey is only available in games that allow starting characters of 4th level or higher, and in such games the Eil’Fey will be of a level indicated by their modified experience total. For instance in a 4th level game (6,000xp), Eil’Fey will begin at 2nd level (6,000 - 4,000 = 2,000), but will gain experience and advance as normal from that point onward.

Random Starting Ages
Adulthood, “Summer Years” Base: 12 years + 1d8 years
Scout (Barbarian & Rogue) +1d12 Years
Bard, Ranger (Fighter) +1d20 Years
Druid +2d20 Years

Random Height And Weight Base Height Height Modifier Base Weight Weight Modifier
Elf, male 4’4” +2d8 85 lb. x (1d4) lb.
Elf, female 4’4” +2d8 75 lb. x (1d4) lb.

Aging Effects
Elves have no middle age, old or venerable categories, instead they possess ‘Autumn’ and ‘Winter’ ages.
Autumn begins to set in after 100 + 2d% years of age. The onset of Autumn imposes no penalties to physical stats, but grants a +2 Wisdom and +2 Charisma. Once autumn has set in, the Eil’Fey begins an unstoppable march towards ‘Winter’. Each year an Eil’Fey gains 1d3 caster levels of druid and their colors become more monochrome. Outside of wilderness settings, this bonus caster level is divided by 2 (round down, minimum 1). Once 6 caster levels have been gained, their Wisdom bonus increases to +4, at 12 caster levels these bonuses increase to +6 Wisdom and +4 Charisma, and finally at 18 caster levels their Wisdom bonus increases to +8. Once an Eil’Fey would gain their 21st bonus caster level, they pass into winter and fade from this world until they are reborn. As an Eil’Fey approaches winter, their need for slumber increases. Autumn Eil’Fey do not heal damage naturally except through slumber (this does not affect non-lethal damage). The number of days that can pass between Slumbering is reduced by 1 per two levels of bonus Druid levels possessed, until an Autumn Eil’Fey must slumber every day at 12 bonus levels or more. An Autumn Eil’Fey takes damage if they leave a wilderness setting, at the rate of their bonus caster levels per day. After 12th level, this changes to 1/2 their bonus levels per hour. At 18 bonus levels or more, they take 1 point of damage per turn. Autumn Eil’Fey are not normally allowed as a PC character. Their bonuses and limitations counteract each other, but their bonus caster levels increase their effective character level by 1/2 their bonus caster levels.

Winter Fey cannot be played as a PC, as NPC’s they are normally slumbering for the entire duration of their life cycle, appearing as spirits of the land on the rare occasion they break from this cycle.

Spring Eil’Fey, or elflings, have all the bonuses and penalties of normal elves with the following exception.
Small Size: Due to their small stature and slim build, elflings are considered to be Small creatures in almost all regards. As a small creature, an elfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. Their lifting capacity and carrying limits are 3/4 normal. Elflings receive -1 Hit Point per Hit Die possessed. This replaces a Summer Eil’Fey’s Frail Build trait. Elflings can use smaller sized weapons, but they may also use full-sized melee weapons without penalty, treating them as one size category larger.
+6 Dexterity, +2 Charisma, -4 Strength, -2 Constitution: Spring Eil’Fey are exceptionally graceful, comely and have an air of reverie about them, but their slim builds and small size lack the strength and robustness of other races. While they are connected to the land around them, they are not quite as in tune as older Summer Eil’Fey. These modifiers replace the normal modifiers that Eil’Fey receive.
Slumber: An elfling must enter slumber as older Eil’Fey, but they can go two weeks before fatigue or other penalties occur.
Level Adjustment: -1,000 Experience. Younger Eil’Fey do not incur the same degree of experience penalty as older elves.
Random Starting Age: 12 years + 1d6 years for Scouts and Rangers, 12 years +2d4 years for Druids.
Height and Weight: Determine as normal, then subtract 1’ and multiply weight by 3/5.

Regions: Ultan Rainforest, Elapidae, Mynamar, Ussuri Forest, The Yew Woods, Tagia, Borderlands, The Felling Woods

Bonus Equipment: Elves gain the bonus equipment listed for their region and character class combination during character creation. If a character‘s combination is not listed, then no bonus equipment is received. Scouts are given three options, they may pick any one list of bonus gear that they prefer. Not Yet Completed
Any Region (Scout):
Ultan Rainforest, Elapidae, Mynamar (Scout):
Ussuri Forest, The Yew Woods, Tagia (Scout):
Borderlands, The Felling Woods (Scout):
Ultan Rainforest (Scout):
Ultan Rainforest (Druid):
Ultan Rainforest (Bard):
Elapidae (Scout):
Elapidae (Druid):
Elapidae (Barbarian):
Mynamar (Scout):
Mynamar (Druid):
Mynamar (Bard):
Ussuri Forest (Scout):
Ussuri Forest (Druid):
Ussuri Forest (Bard):
The Yew Woods (Scout):
The Yew Woods (Druid):
The Yew Woods (Bard):
Tagia (Scout):
Tagia (Bard):
Tagia (Barbarian):
Borderlands (Scout):
Borderlands (Ranger):
Borderlands (Druid):
The Felling Woods (Scout):
The Felling Woods (Ranger):
The Felling Woods (Bard):

Special Equipment: {Not Yet Completed, this will include a special Eukalid Clay, a body paint/clay that provides a minor armor bonus, plus a number of different effects based on what it’s mixed with (i.e., Endure Elements to one type, masking scent, making one animal form of wild shape a swift action, a contact poison, etc) There will also be a special blowgun dart that looks like a bee stinger as well as several poisons. Iron Wood spell can be made permanent through Infusions as well. Tattoo magic will function differently than as it appeared in the FR sourcebook, and infusions will return with a new set of mechanics. Note that these elves do not use bows much at all, rather they use blowguns and blowgun rules get a revamp (For example: higher dmage but only to penetrate DR, actual damage is always 0)}

Prestige Classes: {Not Yet Completed, likely to have one ‘Sentinel’-type for the Borderlands, and a tracker}

See below for Racial Class Variants

Feats: {Not Yet Completed, In particular a tactical feat for blowguns, and a feat which allows a better Scout/Druid multiclass}
RobbyPants

10-24-07, 11:06 AM
First of all, awesome fluff! :clap: It looks like you took a lot of the concept of 4E elves, and statted it up. I've had similar thoughts after reading the 4E races article.

As for abilities, I like a lot of what you did. The frail build is interesting (sort of like a worst of both worlds slight build). Is that something pre-published, or did you create it?

I might be inclined to change the speed wording to that "they get a +10 (untyped) bonus to speed when unarmored and carrying a light load."

I also like the ability to use Dex on some skills and take 10 on a few. I don't know that any of this is highly abusable, but it adds flavor through the mechanics.

The slumber is something different than what I would have done, but I like it all in all.

Social simplicity makes lot of sense, although it's a failry complicated ability. I'm assuming you wanted an in-game mechanic to handle the RP fluff to create a penalty.

Also, I'm assuming you're not a big fan of Level Adjustments (who is? :P). Consider making them LA +1 or 2 (it would require some tweaking) and using the Level Adjustment buy-off variant (http://www.d20srd.org/srd/variant/races/reducingLevelAdjustments.htm) from Unearthed Arcana. It actually works out pretty similar to what you do here; applying the penalty early on, and removing it in the mid to late game.
SilentOne

10-24-07, 11:53 AM
Indeed, I'm impressed. When I first started reading I was thinking "Oh great, another uber-elf subrace of some sort.... *yawn*", yet you managed to deliver excellently. Good job. Some of the mechanics (such as the change in selling prices) might need a little tweaking once played in a game setting, but it's a very nice tie between the character and the flavor of the race, actually making a character play the race they pick.

Excellent job.
Trachmyr

11-02-07, 12:35 AM
I,ve updated the write-up, and finished a few more areas as I flesh out my world. Still have a bit to work on though.

I know the Social Simplicity and Slumber rules are a bit clunky, but yes I feel a need for rules to enforce the description, or they'll simply be ignored by many gamers.

The xp cost instead of LA adjustment is actually a variation on the UA rules for LA buy-off.

I appreciate your responses thus far, and thank evryone who might throw in their $0.02.
Trachmyr

11-02-07, 12:42 AM
These are the Racial Class Variants as alluded to in the original text, but inclusion would surpass the character limit for a single post. All are done except for bard, which I haven't yet started redesigning their class spell list.

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Racial Class Variants: These racial variants should be considered the default for Eil’Fey, an unusual background would normally be required to posses the standard level progressions of the listed classes.

Barbarian
Hit Die: D10
Class Skills: Add Balance and Spot to the standard barbarian class list. Eil’Fey barbarians gain 6+Int modifier skill points every level (or four times this number as a beginning character)
Saving Throws: Elf barbarians have a good Fortitude and Reflex save.
Weapon and Armor Proficiency: An Eil’Fey barbarian is proficient in ‘Basic Weapons’, ‘Blowguns’, ‘Spears’ plus any two of the following weapon groups: ‘Light Axes’, ‘Heavy Axes’, ‘Maces and Clubs’, ‘Slings and Thrown Weapons’. Elven barbarians gain no armor or shield proficiencies.
Illiteracy: Like most Eil’Fey, barbarians are illiterate, but they still gain the +1 bonus to Perform(Oratory) and Perform(Sing) checks gained from the automatic racial trait of ‘Illiterate’.
AC Bonus: A Eil’Fey barbarian receives a bonus to armor class when unarmored as the monk ability of the same name, including Wisdom bonus to AC and +1 AC every five barbarian levels gained. Like a monk, this AC is applies against touch attacks and when flat-footed, but is lost when immobilized, helpless, when wearing any armor, using a shield, or when carrying a medium or heavy load.
Poison Use: At 1st level an elven barbarian never risks accidental poisoning when applying poison to a weapon or dart.
Whirling Frenzy: At first level an Eil’Fey barbarian can use the whirling frenzy variant listed in UA (pg.66) 1/day, but may still use the Climb and Jump skills even if the elf uses dexterity as their primary statistic. The barbarian also gains the improvements to Whirling Frenzy as listed in UA; Greater Frenzy at 11th, Evasive Frenzy at 11th and Mighty Frenzy at 20th. The number of times an Eil’Fey barbarian can enter into a Whirling Frenzy increases by 1/day at 4th level, and every 4 levels gained afterwards. An Eil’Fey Barbarian does not gain any other form of rage, or the indomitable will ability.
Natural Trap Sense: The Eil’Fey are not as accustomed to technological or magical traps, and their Trapsense ability only applies to natural hazards, pits, snares, deadfalls or traps constructed out of natural material (as per the Detect Snares and Pits Spell). This ability replaces a barbarians normal Trap Sense ability.
Woodland Stride: At 6th level a barbarian gains the Woodland Stride ability as the Druid ability of the same name.
Fey Damage Reduction: An Eil’Fey barbarian connects deeper to their fey nature, gaining Damage Reduction 1/Cold Iron at 7th level. This improves by 1 for every 3 levels gained. This replaces the barbarian’s normal Damage reduction.

Bard
{Not Yet Completed, Spells will shift to druid spells, sacrifice some weapons & armor, reduced bardic knowledge (only applies to elven lands/lore/history), gain some wilderness abilities, music will alter slightly}

Druid
Hit Die: D6
Class Skills: Add Balance, Climb, Jump and Spot to the standard druid class list. Eil’Fey druids 6+Int modifier skill points every level (or four times this number as a beginning character)
Druidic Language: Eil’Fey druids do not know a secret language, although they are entitled to learn the secret language of other druidic orders. All druids are literate in the Sylvan Pictoscript for free, but must buy off illiteracy if they are to learn an other written language.
Weapon and Armor Proficiency: An Eil’Fey druid is proficient with ‘Basic Weapons’ and ‘Blowguns’, plus one of the following: ‘Spears’ or ‘Slings and Thrown Weapons’. Eil’Fey druids gain no armor or shield proficiencies.
AC Bonus: A Eil’Fey druid receives a bonus to armor class when unarmored as the monk ability of the same name, including Wisdom bonus to AC and +1 AC every five druid levels gained. Like a monk, this AC is applies against touch attacks and when flat-footed, but is lost when immobilized, helpless, when wearing any armor, using a shield, or when carrying a medium or heavy load.
Poison Use: At 1st level an elven druid never risks accidental poisoning when applying poison to a weapon or dart.
Improved Wildwood Harmony: At 1st level, an Eil’Fey bonuses for their Wildwood Harmony racial trait increases to +4 for Knowledge(Nature), Knowledge(Geography) and Survival. This ability replaces a druid’s normal Nature sense ability.
Improved Resistance to Enchantment: At 4th level an elf’s Resistance to Enchantment racial trait improves to +4 saving throw bonus against enchantment spells and spell-like effects. This replaces the normal druid’s Resist Nature’s Lure ability.
Wild Shape: An Eil’Fey druid advances in their Wild Shape at a different level than other druids. At 5th level they gain Wild Shape (1/day), at 6th level they gain Wild Shape (2/day), and gain an additional use of Wild Shape every additional 3 levels gained. Eil’Fey can use Wild Shape (Plant) at 7th level, Wild Shape (Large) and Wild Shape (Tiny) at 10th level, and Wild Shape (Huge) at 16th level. Eil’Fey gain ‘A Thousand Faces’ at 13th level, but never gain the ability to use Wild Shape to transform into an elemental creature.
Fey Damage Reduction: An Eil’Fey druid connects deeper to their fey nature, gaining Damage Reduction 1/Cold Iron at 8th level. This improves by 1 for every 3 levels gained.
No Timeless Body: An Eil’Fey druid does not gain timeless body, as they do not age and cannot avoid their life cycles.
Spontaneous Divine Casting: A druid uses the spontaneous divine casting option as listed in UA (pg.64), including spell’s known and listed number of spells per day. An elven druid does not pray for their spells, but instead has them refreshed every morning at dawn, nor is an elven druid required to worship a deity of nature to maintain their spellcasting ability.

Ranger
Hit Die: D6
Class Skills: A elven ranger adds Balance to the standard ranger’s class list. Eil’Fey rangers gain 8+Int modifier skill points every level (or four times this number as a beginning character)
Weapon and Armor Proficiency: An Eil’Fey ranger is proficient in ‘Basic Weapons’ and ‘Spears’ plus any three of the following weapon groups: ‘Light Blades’, ‘Heavy Blades’, ‘Blowguns’, ‘Light Axes’, ‘Heavy Axes’, ‘Maces and Clubs’, ‘Picks and Hammers’, ‘Flails and Chains’, ‘Polearms’, ‘Shortbows’, ‘Longbows’, ‘Crossbows’, ‘Claw Weapons’ or ‘Slings and Thrown Weapons’. Elven rangers gain proficiency with Light Armor and Light Shields.
Favored Enemy and Favored Environment: At first level an Eil’Fey ranger must select a favored environment (as in UA, pg.65) rather than a favored enemy. They may only choose Boreal Forest, Temperate Forest or Jungle for their first selection, but gain a +3 bonus to Hide, Listen, Move Silently, Spot and Survival checks for this environment rather than the normal +2. At 5th level and every 5 levels thereafter a ranger may take either a Favored Enemy or Favored Environment for their class feature. If an elven ranger takes another form of forest as a favored terrain, their initial bonus is +3, rather than +2, but all further increases to that favored terrain remains the standard +2 bonus.
Poison Use: At 1st level, a ranger who selected ‘Blowguns’ as one of their weapon group proficiencies never risks accidental poisoning when applying poison to a weapon or dart. If an elven ranger who does not begin with ‘Blowguns’ later learns the ‘Blowguns’ Weapon Group, they also gain the Poison Use ability.
Animal Companion: Starting at 4th level a ranger gains an animal companion as the druid ability of the same name. The ranger’s effective druid level is equal to the character’s ranger level -3. Note: This change is not specific to Eil’Fey rangers, this improvement applies to all rangers.
Combat Style Skirmishing: At 4th level an Eil’Fey ranger gains the Shot on the Run feat as a bonus feat if they selected archery as their combat style. If they selected two-weapon combat as their combat style then they gain Spring Attack.
Armored Speed: At 8th level an Eil’Fey ranger gains the benefit of their racial increase to base speed even when wearing light armor, or carrying a medium or heavy load. They still lose this benefit when wearing medium or heavy armor.
Trackless Step: At 12th level an elven ranger gains the Trackless Step ability as the druid ability of the same name.
Combat Style Supremacy: At 16th level an Eil’Fey ranger who choose archery as their combat style gains the Close Combat Archery(ex) ability allowing them to attack adjacent foes with a ranged without provoking an attack of opportunity, and allows them to gain attacks of opportunity as if they were wielding a reach weapon. If they selected two-weapon combat as their combat style then they gain the Perfect Two-Weapon Fighting(ex) ability, allowing them to make a fourth off-hand attack albeit at a -15 penalty, and apply their full strength bonus to off-hand weapon damage.
No Spellcasting Ability: An Eil’Fey ranger focuses so much on martial prowess that they do not gain any spellcasting ability. They also cannot use scrolls, wands or other magic items that require access to the ranger’s spell list.

Scout
Class Skills: Eil’Fey scouts do not gain Knowledge (Dungeoneering) and Sense Motive as class skills.
Weapon and Armor Proficiency: An Eil’Fey scout is proficient with ‘Basic Weapons’, ‘Spears’ and ‘Blowguns’, plus one of the following: ‘Light Axes’ or ‘Slings and Thrown Weapons’. Eil’Fey scouts gain no armor or shield proficiencies. AC Bonus: A Eil’Fey scout receives a bonus to armor class when unarmored as the monk ability of the same name, including Wisdom bonus to AC and +1 AC every five scout levels gained. Like a monk, this AC is applies against touch attacks and when flat-footed, but is lost when immobilized, helpless, when wearing any armor, using a shield, or when carrying a medium or heavy load.
Natural Trapfinding: The Eil’Fey are not as accustomed to technological or magical traps, and their Trapfinding ability only applies to natural hazards, pits, snares, deadfalls or traps constructed out of natural material (as per the Detect Snares and Pits Spell). This ability replaces a scouts normal Trapfinding ability.
Poison Use: At 1st level an elven scout never risks accidental poisoning when applying poison to a weapon or dart.
Track: At 2nd level an elven scout gains Track as a bonus feat.
Swift Tracker: At 10th level an Eil’Fey scout gains the Swift Tracker ability as the ranger ability of the same name, although they lose this ability if wearing medium or heavy armor or if carrying a medium or heavy load.