NEPA Known World
An elf is slender and graceful, with delicate features and pointed ears. An elf is 5’ to 5-1/2’ tall and weighs about 120 pounds. Elves are able to use all types of armor and weapons, and can cast magical spells. Few elves are adventurers; most prefer to spend their time feasting and frolicking in woodland glades. Except for adventurers, elves rarely visit the cities of man.
Elves are fascinated by magic and never grow tired of collecting spells and magical items, especially if the items are beautifully crafted. Elves are similar to both fighters and magic-users. Read the description of the fighter class for some tips on playing a fighter-type character, but remember that the elf does not have as many hit points as a fighter. The elf can best perform as a fighter if he is undamaged or only slightly hurt before entering a battle; otherwise, he should stay back and help with magic spells, as a magic-user does.
Elves only employ other elves as mercenary fighters, although they may hire specialists and hirelings of any race. Elven families tend to live in Clans.
Prime Requisite: Elves have two prime requisites:
Strength and Intelligence: If an elf has a score of 13 or more in both ability scores, he gains a 5% bonus to experience points earned. If his Intelligence score is 16-18 and his Strength is 13 or more, the bonus is 10%.
Minimum Scores: An elf character must have Intelligence 9 or greater when first played.
Hit Dice: Roll a 6-sided die (ld6) to determine an elf’s hit points An elf starts with 1d6 (l-6) hit points (plus Constitution bonus, if any) and gains 1d6 more hit points (plus bonus) with each level of experience. Two additional hit points are gained at 10th level.
Armor: An elf may wear any kind of armor, and may use a shield.
Weapons: An elf may use any weapon.
After reaching maximum level (10th), elves may continue to improve in combat ability. This is a slow process, however, due to the fact that they must divide their training rime between fighting and magic. Elves always know the following fighter maneuvers: Set Spear vs. Attack; Lance Attack.
Fighter Combat Options
When the character’s experience point total reaches 850,000, the character receives the Combat Options for fighters. With multiple attacks, two attacks are possible at 850,000 experience points, and three attacks at 2,600,000 experience points; the elf never gains four attacks per round. The elf may use the smash, parry, and disarm options as described in the text.
Experienced elves become more resistant to dragon breath. When the elf reaches the 1,600,000 experience points mark, he automatically takes only half damage from any breath weapon (most notably dragon breath, but including all sorts of breath weapon attacks). If the breath allows a saving throw, a successful roll indicates that the elf takes only one-quarter damage.
When modifying damage sustained, always round down. If the result is 1/2 point of damage or less, the character takes 1 point of damage.
Elves have infravision identical to that of dwarves. See the description of infravision in the explanation of the dwarf’s special abilities.
In addition to the languages of all characters-the Common and alignment tongues-an elf can speak the languages of the elf, gnoll, hobgoblin, and arc races.
All elves can find secret and hidden doors better than other characters. You must tell the DM if you want to look for secret and hidden doors; the detection is never automatic.
Immunity to Ghoul Paralysis
All elves are naturally immune to the paralyzing attacks of ghouls. Other types of paralysis, such as attacks from a carrion crawler or gelatinous cube, do affect them normally.
Elves can use magic-user spells just as magic-users can, though they receive fewer and lower level spells.
Higher Experience Levels
When the elf reaches Name (9th) level, he is often referred to as a lord wizard (if male) or lady maga (if female).
He may build a special kind of stronghold deep in the forest. This stronghold must pleasingly blend with its surroundings, usually a natural site of great beauty. Typical locations are the tops of great trees, on the edges of quiet vales, or behind rushing waterfalls. Because of the effort to beautify the work, the structure costs as much as similar work if made of stone.
When the stronghold is completed, the character will develop a friendship with the animals of the forest (birds, rabbits, squirrels, foxes, bears, etc.). All normal animals within five miles of the stronghold will be friendly toward the elves dwelling there. Animals will be able to warn of approaching strangers, carry news of events, deliver short messages to nearby places, etc. In return for these services, the animals will expect the elves to help and protect them.