Rhun said:Hey s@squ@tch...I'm in the process of throwing together a Wood Elf Archer for the game, for a little ranged support. I don't know much about Eberron, so I need a little help figuring how an elf would fit in, and where he would come from and such?![]()
drothgery said:I don't think it would be too much of a stretch for a Valenar Elf to mechanically be a wood elf; elvish warrior clansmen with standard elf stat modifiers have always been a little wierd. On the other hand, Eberron really doesn't go for subraces. I wouldn't be too surprised if in 4e the Aeranal Elves are Eladrins, and the Valenar are Elves.
Race: Human
Gender: Male
Class: Scout lvl 9
Age: 23
Height: 5'10''
Weight: 168lbs
Alignment: Neutral Good
Str: 12 +1 mod
Dex: 18 +4 mod
Con: 12 +1 mod
Int: 14 +2 mod
Wis: 14 +2 mod
Cha: 8 -1 mod
AC: 24 (10+6 armor+4 dex+1 natural armor+3 misc mod)
HP: 65 [8+(6x8)+9 con mod)
Initiative: +11 (4 dex mod + 7 misc mod)
Base Attack Bonus: +6/+1
Speed: 50ft
Saving Throws:
Fortitude: 5 (3 base+ 1 con mod + 1 misc mod)
Reflex: 10/12 (6 base+ 4 dex mod)+ 2 misc mod
Will: 5 (3 base+ 2 wis mod)
Attacking:
Grapple: +7/+2 (6/1 base + 1 str mod)
Composite Shortbow: +10/+5 dmg:1d6 crit:x3 range: 70ft
Skills: (only those with ranks or misc mods)
(8 + int mod)x 4, 8 + int mod per level, + 1 per level/race
Balance: 18/20 (12 ranks + 4 dex mod + 2 misc mod) +2 misc mod
Climb: 13 (12 ranks + 1 str mod)
Hide: 16/18 (12 ranks + 4 dex mod)+2 misc mod
Jump: 5 (0 ranks + 5 misc mod)
Knowledge (dungeoneering): 6 (4 ranks + 2 int mod)
Knowledge (geography): 12 (10 ranks + 2 int mod)
Knowledge (nature): 12 (8 ranks + 2 int mod + 2 misc mod)
Listen: 16 (12 ranks + 2 wis mod + 2 misc mod)
Move Silently: 16/18 (12 ranks +4 dex mod) +2 misc mod
Search: 14 (12 ranks + 2 int mod)
Spot: 16 (12 ranks + 2 wis mod +2 misc mod)
Survival: 14/16 (12 ranks + 2 wis mod) +2 when following tracks
Tumble: 16/18 (12 ranks + 4 dex mod) +2 misc mod
Class Features:
Skirmish (+3d6, +2AC when moving at least 10ft)
Trapfinding
Battle Fortitude +1 (+1 to fortitude saves and initiative)
Uncanny Dodge
Trackless Step
Evasion
Flawless Stride
Camouflage
Fast Movement +10ft
Feats: (1 for 1st level, 1 for race, 2 bonus feats, 3 for levels)
Track
Improved Initiative
Point Blank Shot (+1 on attack and dmg within 30ft)
Precise Shot (no -4 penalty for shooting into melee)
Rapid Shot (one extra ranged attack per round)
Alertness (+2 on listen and spot)
Far Shot
Equipment:
Worn:
Composite Shortbow, 20 arrows, Studded Leather Armor +3 (shadow),
Goggles of Night, Boots of Striding and Springing, Gloves of
Dexterity+2, Amulet of Natural Armor+1, Bracers of Armor+2, pouch (4)
Ring of Protection+1, Ring of Sustence
In pouches:
Caltrops (2), Smokestick (5), Tindertwig (20), Antitoxin (5),
Thunderstone (5), Potion of Mage Armor (4), Potion of Cure
Moderate Wounds (3)
Carrying Capacity:
Light Load: 43lbs Weight carried: 38lbs
Med Load: 86lbs
Heavy Load: 130lbs
Languages:
Common
Goblin
Giant
Money:
36000gp - 35970gp = 30 gp left
Heh, I was looking that up this morning too as I only have a few dragon magazine articles on Eberron (the ones on warforged, magewrights and dragonmarks). I think it is a pretty good wiki entry.Rhun said:Yeah, unfortunately, all I have to go on is the Wikipedia entry for Eberron.![]()
Strahd_Von_Zarovich said:What about the variants from UA - Monk (Sleeping Tiger variant) ?
Voadam said:With the line about anything in D&D being able to fit into Eberron I wouldn't have thought a standard MM wood elf would be difficult to be situated somewhere in the world though.
Rhun said:Hey s@squ@tch...I'm in the process of throwing together a Wood Elf Archer for the game, for a little ranged support. I don't know much about Eberron, so I need a little help figuring how an elf would fit in, and where he would come from and such?![]()
s@squ@tch said:Any subrace of elf is fine with me -- possibly from the Eldeen Reaches?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.