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Dark Sun conversion - races
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<blockquote data-quote="Staffan" data-source="post: 1198354" data-attributes="member: 907"><p><strong>Elf</strong></p><p></p><ul> <li data-xf-list-type="ul">+4 Dexterity, +2 Intelligence, -2 Wisdom, -4 Constitution</li> <li data-xf-list-type="ul">Size Medium. As Medium-sized characters, elves have no special size-based bonuses or penalties.</li> <li data-xf-list-type="ul">Base speed 40 ft.</li> <li data-xf-list-type="ul">Low-light vision. An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.</li> <li data-xf-list-type="ul">Weapon proficiencies: Swordplay and archery are important parts of elven culture. Therefore, all elves receive proficiency in the longsword, rapier, longbow and shortbow (including composite versions).</li> <li data-xf-list-type="ul">+2 racial bonus to Move Silently and Hide checks.</li> <li data-xf-list-type="ul">Elven run: An elf can run or hustle twice as long as a human with the same Constitution. In addition, they do not become fatigued from hustling on an overland scale, and treat time hustled as half that time (so an elf hustling for 8 hours overland will take 1+2+4=7 points of subdual damage, which will likely heal overnight). Most elves on the run pace themselves a bit more, which works out to the equivalent of 4 hours of hustling and 4 hours of walking, taking one point of subdual damage and covering 48 miles in optimal terrain.</li> <li data-xf-list-type="ul">Favored class: Rogue</li> </ul><p>Notes: Since Dark Sun elves didn't get any special ability to find secret doors in 2e, I dropped their bonus to perception skills and replaced it with a bonus to stealth (reflecting their surprise bonus - yes, I know regular 2e elves had that one too). I wasn't really sure how to handle the Elven Run thing, but I wanted them to cover something like 50 miles per day. Giving them Rogue as a favored class was easy - Athasian elven culture is way more focused on taking advantage of people than it is on magic.</p></blockquote><p></p>
[QUOTE="Staffan, post: 1198354, member: 907"] [b]Elf[/b] [list][*]+4 Dexterity, +2 Intelligence, -2 Wisdom, -4 Constitution[*]Size Medium. As Medium-sized characters, elves have no special size-based bonuses or penalties. [*]Base speed 40 ft. [*]Low-light vision. An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions. [*]Weapon proficiencies: Swordplay and archery are important parts of elven culture. Therefore, all elves receive proficiency in the longsword, rapier, longbow and shortbow (including composite versions). [*]+2 racial bonus to Move Silently and Hide checks. [*]Elven run: An elf can run or hustle twice as long as a human with the same Constitution. In addition, they do not become fatigued from hustling on an overland scale, and treat time hustled as half that time (so an elf hustling for 8 hours overland will take 1+2+4=7 points of subdual damage, which will likely heal overnight). Most elves on the run pace themselves a bit more, which works out to the equivalent of 4 hours of hustling and 4 hours of walking, taking one point of subdual damage and covering 48 miles in optimal terrain. [*]Favored class: Rogue [/list]Notes: Since Dark Sun elves didn't get any special ability to find secret doors in 2e, I dropped their bonus to perception skills and replaced it with a bonus to stealth (reflecting their surprise bonus - yes, I know regular 2e elves had that one too). I wasn't really sure how to handle the Elven Run thing, but I wanted them to cover something like 50 miles per day. Giving them Rogue as a favored class was easy - Athasian elven culture is way more focused on taking advantage of people than it is on magic. [/QUOTE]
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