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Knightfall's World of Kulan: Monster Compilations
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<blockquote data-quote="Knightfall" data-source="post: 5251720" data-attributes="member: 2012"><p><strong><span style="color: DarkOrange">ELF, SHOYIR</span></strong></p><p><strong>Shoyir Elf, 1st-Level Warrior</strong></p><p><strong>Medium Humanoid (Cold, Elf)</strong></p><p><strong>Hit Dice:</strong> 1d8+2 (6 hp)</p><p><strong>Initiative:</strong> +0</p><p><strong>Speed:</strong> 30 ft. (6 squares)</p><p><strong>AC:</strong> 14 (+3 elven hide), touch 11, flat-footed 14</p><p><strong>Base Attack/Grapple:</strong> +1/+1</p><p><strong>Attack:</strong> Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3)</p><p><strong>Full Attack:</strong> Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3)</p><p><strong>Space/Reach:</strong> 5 ft./5 ft.</p><p><strong>Special Attacks:</strong> None</p><p><strong>Special Qualities:</strong> Shoyir traits</p><p><strong>Saves:</strong> Fort +4, Ref +0, Will +0*</p><p><strong>Abilities:</strong> Str 11 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 6 (-2)</p><p><strong>Skills:</strong> Climb +2, Craft (sculpting) +2, Craft (stonemasonry) +2, Handle Animal +0, Jump +2, Listen +2, Search +2, Spot +2, Swim +2</p><p><strong>Feats:</strong> Weapon Focus (longsword)</p><p></p><p><strong>Continent/Region:</strong> Janardûn</p><p><strong>Environment:</strong> Cold and temperate plains or desert</p><p><strong>Organization:</strong> Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-5th-level), elite unit (25-40 plus 4 3rd-level sergeants, 1 lieutenant of 5th-level, and 1 leader of 7th-9th-level), band (50-150 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 captains of 7th-9th-level), or court (300-500 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 25 adults, 1 7th-9th-level captain per 50 adults, 1 11th-13th-level commander per 100 adults, 1 15th-17th-level general per 250 adults plus 1 1st-level psychic warrior per 10 adults, 1 3rd-level psychic warrior per 25 adults, 1 5th-7th-level psion per 50 adults, 1 9th-11th-level psion per 100 adults, 1 13th-15th-level psychic warrior/war mind per 250 adults plus 1 5th-level elite guard sergeant per 25 adults, 1 7th-level elite guard lieutenant per 50 adults, 1 9th-level elite guard captain per 100 adults, 1 11th-13th-level elite commander per 250 adults plus 1d20 3rd-level jugglers, 1d10 5th-level troubadours, 1d8 7th-level men-at-arms, 1d6 11th-13th-level knights, 1d4 15th-17th-level high protectors, 1 19th-level commandant plus the shayin and 1d10 members of the royal shoyira family plus 20-30 sled dogs, 10-15 elven hounds, 5-7 kerrn, 3-5 dire wolves, 1-3 dire bears, and 1 bearhound)</p><p><strong>Challenge Rating:</strong> ½</p><p><strong>Treasure:</strong> Standard</p><p><strong>Alignment:</strong> Usually lawful good</p><p><strong>Advancement:</strong> By character class</p><p><strong>Level Adjustment:</strong> +1</p><p></p><p><em>This tall, regal elf has pale blue-white skin and silver hair, a distinct contract to his savage looking apparel. His dressed in perfectly-formed hide armor and wears a wolf's skull on his head. He walks towards you, with pride and determination, his longsword at the ready.</em></p><p></p><p>The elves of the island continent of Janardûn are a regal and proud people with strong ties to both humanity and the rakasta. The three races have lived and worked together for centuries learning to trust each other in ways that the corresponding races on the other continents on Kulan could never accomplish. And while this bond is strong, each race has kept their distinct culture separate for the most part — with the shoyir elves (or shoyira) being the most insular of the three.</p><p></p><p>Shoyir elves average 5-½ feet tall and typically weigh 110 pounds. They are more likely than other elven races to eat meat on a regular basis. They do enjoy fruits and grains, but Janardûn's climate makes it difficult to gather or grow such edibles. Their clothing often appears savage looking at first glance; however, such apparel is almost always of the finest quality. The shoyir elves of Janardûn have perfected a type of hide armor that has similar properties to elven chain (i.e. speed, weight, armor check penalty, etc). Traditional shoyira clothing can be colorful but often it designed to blend in with the continent's natural features. And for the shoyira, warmth is unnecessary since they are immune to cold; therefore, style and function is more important. The shoyira rarely wear metal bangles or gem-encrusted jewelry; they prefer to wear bone headpieces and ivory adornments.</p><p></p><p>Shoyir elves are naturally psionic and rarely use traditional magic. In the past, the elite psions of the shoyira have crafted some of Janardûn's most powerful and unique psionic devices. They rarely do this anymore since such devices have done more harm than good. They are also master sculptors and stonemasons. It is often said that a shoyir ice sculpture has a life all its own.</p><p></p><p>Shoyir elves speak Elven and the regional tongue known as Krofta.</p><p></p><p><strong>Combat</strong></p><p>Shoyir elves aren't much for combat. They prefer to let others swing swords and fire bows and crossbows. Regardless, they are not cowards and know how to fight. They may not be strong but they are resilient. Their warriors have been known to stand against the minions of the ogre mages while warriors of other races have retreated. Shoyir elves have a great sense of honor and will rarely back down from a challenge.</p><p></p><p>Shoyir elves are proficient with bows, longswords, and shortspears. They prefer to fight with the best weapons available and wear the best armor they can find. This often leads young, headstrong shoyira into the adventuring lifestyle; they see adventuring as a way to afford (or discover) the best gear. A tale of an ancient sword will set aflame a shoyir elf's imagination.</p><p></p><p>A shoyir elf never rides a land-bound mount into combat. They respect horses too much to ride them and would never ride anything else that clomps along the ground. However, it is a legend that in great times of peril, a bearhound once offered its services as a mount to a honorable shoyira warrior. This legend makes all bears and hounds sacred animals to the shoyira.</p><p></p><p>The shoyira will ride aerial-based mounts, however, and shoyira sky knights often attempt to outdo each other during a battle.</p><p></p><p><em>Naturally Psionic:</em> Shoyir elf psions gain an extra 2 power points every three levels starting at 1st level. This bonus stacks with the previous bonus. Thus, at 3rd level the shoyir elf psion gains 4 additional power points (6 at 6th level, 8 at 9th level, 10 at 12th level, 12 at 15th level, and 14 at 18th level. Shoyira psychic warriors do not gain these bonus power points. Multiclassed psion/psychic warriors do gain the bonuses for any psion levels they have. Thus a shoyir elf with 5 levels of psion and 4 levels of psychic warrior gains only a total of 6 bonus power points, not 20, which is what a 9th-level shoyir elf psion would gain. This rule is the same for any prestige classes that a shoyir elf psion takes unless that prestige class specifically states otherwise.</p><p></p><p><strong>Shoyir Elf Society</strong></p><p>Children of the forests and mountains in ages past, the shoyira — regardless of their withdrawn nature — more than anyone realize the importance of the alliance against the ogre mages — who destroyed their ancestral homes — exiling the shoyira to the deserts and plains of Janardûn centuries ago. Since then they have learned to live a semi-nomadic existence, traveling amongst humanity and the rakasta, regardless of how much it pains them to be away from the forests they love that have been defiled by darkness.</p><p></p><p>Each year, the Shoyira Court travels from city to city across Janardûn (called the Crossing of the Republic) based on the cycle of the seasons. In the early spring (i.e. March) the noble houses gather outside of the citadel of Aluae — the seat of the shoyira monarchy — on the southern most tip of the eastern coast of Janardûn. The "shayin" — the monarch of the shoyira — leads his family out of the citadel to address his people, assuring them that the day will come when they reclaim their ancestral homes and drive the evil of the Dark Ones from the shores of Janardûn forever. The entire monarchy then travels along the eastern coast to Shawa, Moria and Asal. The procession then travels around the Hyl Peninsula to Zaltu, down the other side of the peninsula to Grel turning west along the northern coast to Rapide & Treha and finally arriving in Alaran in early summer (i.e. June).</p><p></p><p>The Shoyira Court usually spends a little over a month in the capital city, mingling with the noble houses of the Republic. The shayin spends most of this time meeting with the chancellor and the Council of Representatives. The month is a time of many celebrations and political events. Then near the beginning of autumn (i.e. August ), the court continues on through the Republic — skirting the dark forests the shoyir elves use to call home — north to Waur and Tela'a, on to the west coast to the city of Augan, and then circling Lake Matial to the cities of Seia and Wilk. Then they travel to the southern sea ports of Triha, Valou and Hara before heading southeast past the Tyiia Desert and back to Aluae by early winter (i.e. late October).</p><p></p><p>This tradition goes on year after year despite raids by the ogre mages' minions and shoyira extremists that wish to dethrone the shayin and leave Janardûn. Soon the shoyir elves may be forced with the choice of exiling some of their own race or facing a possible revolution. Only the longest lived of the shoyira know the risks of dividing their people again as their ancestors did thousands of years ago. (However, that is another story.)</p><p></p><p><strong>Shoyir Elves as Characters</strong></p><p>Shoyir elves favor the psion class. Most shoyira encountered will be warriors or experts. The elite of these elves, including adventurers, are drawn towards becoming psychic warriors and psions; however, they do have a strong affinity for the natural world, which means shoyira druids and rangers are commonplace in their society. They also love good stories so bards are a common choice amongst the young and foolhardy of their people. Arcane and clerical tradition isn't strong amongst the shoyira, yet they do respect magic and honor the gods of the Pantheon of the Republic. When a shoyir elf chooses devotion, he or she usually chooses to become a holy warrior such as a paladin.</p><p></p><p><strong>Shoyir Racial Traits</strong></p><p>Shoyir elves benefit from a number of racial traits:</p><ul> <li data-xf-list-type="ul">-2 to Strength, +2 to Constitution, +2 Wisdom, -2 to Charisma. Shoyir elves prefer their own company and pursuits of the mind. They also prefer to let other fight the ogre mages (and the giant races' allies) physically. However, the Crossing of the Republic each year has bred the shoyir to be more resilient when forced to fight.</li> <li data-xf-list-type="ul">Medium-size. As Medium-size creatures, shoyir elves have no special bonuses or penalties due to their size.</li> <li data-xf-list-type="ul">Shoyir elf base land speed is 30 feet.</li> <li data-xf-list-type="ul">Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the statistics listed above.</li> <li data-xf-list-type="ul">Low-Light Vision: Shoyir elves can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination.</li> <li data-xf-list-type="ul">Weapon Proficiency: Shoyir elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), shortbow (including composite shortbow), and shortspear as bonus feats.</li> <li data-xf-list-type="ul">+2 racial bonus on Listen, Search, Spot checks. A shoyir elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.</li> <li data-xf-list-type="ul">+2 racial bonus to all Craft (sculpting) and Craft (stonemasonry) checks.</li> <li data-xf-list-type="ul">+2 racial bonus to all Charisma-based skill checks when interacting with human nobility.</li> <li data-xf-list-type="ul">Special Qualities: Naturally psionic (see above), immunity to cold, vulnerability to fire.</li> <li data-xf-list-type="ul">Automatic Languages: Elven and Krofta. Bonus Languages: Alaran, Celestial, Dwarven, Giant, Rakasta, and Sylvan. Shoyir elves speak the languages of their allies and enemies.</li> <li data-xf-list-type="ul">Favored Class: Psion. A multiclass shoyir elf’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.</li> </ul></blockquote><p></p>
[QUOTE="Knightfall, post: 5251720, member: 2012"] [B][COLOR="DarkOrange"]ELF, SHOYIR[/COLOR][/B] [B]Shoyir Elf, 1st-Level Warrior[/B] [B]Medium Humanoid (Cold, Elf)[/B] [B]Hit Dice:[/B] 1d8+2 (6 hp) [B]Initiative:[/B] +0 [B]Speed:[/B] 30 ft. (6 squares) [B]AC:[/B] 14 (+3 elven hide), touch 11, flat-footed 14 [B]Base Attack/Grapple:[/B] +1/+1 [B]Attack:[/B] Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3) [B]Full Attack:[/B] Longsword +2 melee (1d8/19-20) or longbow +1 ranged (1d8/x3) [B]Space/Reach:[/B] 5 ft./5 ft. [B]Special Attacks:[/B] None [B]Special Qualities:[/B] Shoyir traits [B]Saves:[/B] Fort +4, Ref +0, Will +0* [B]Abilities:[/B] Str 11 (+0), Dex 11 (+0), Con 14 (+2), Int 10 (+0), Wis 11 (+0), Cha 6 (-2) [B]Skills:[/B] Climb +2, Craft (sculpting) +2, Craft (stonemasonry) +2, Handle Animal +0, Jump +2, Listen +2, Search +2, Spot +2, Swim +2 [B]Feats:[/B] Weapon Focus (longsword) [B]Continent/Region:[/B] Janardûn [B]Environment:[/B] Cold and temperate plains or desert [B]Organization:[/B] Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-5th-level), elite unit (25-40 plus 4 3rd-level sergeants, 1 lieutenant of 5th-level, and 1 leader of 7th-9th-level), band (50-150 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 captains of 7th-9th-level), or court (300-500 plus 50% noncombatants plus 1 3rd-level sergeant per 10 adults, 1 5th-level lieutenant per 25 adults, 1 7th-9th-level captain per 50 adults, 1 11th-13th-level commander per 100 adults, 1 15th-17th-level general per 250 adults plus 1 1st-level psychic warrior per 10 adults, 1 3rd-level psychic warrior per 25 adults, 1 5th-7th-level psion per 50 adults, 1 9th-11th-level psion per 100 adults, 1 13th-15th-level psychic warrior/war mind per 250 adults plus 1 5th-level elite guard sergeant per 25 adults, 1 7th-level elite guard lieutenant per 50 adults, 1 9th-level elite guard captain per 100 adults, 1 11th-13th-level elite commander per 250 adults plus 1d20 3rd-level jugglers, 1d10 5th-level troubadours, 1d8 7th-level men-at-arms, 1d6 11th-13th-level knights, 1d4 15th-17th-level high protectors, 1 19th-level commandant plus the shayin and 1d10 members of the royal shoyira family plus 20-30 sled dogs, 10-15 elven hounds, 5-7 kerrn, 3-5 dire wolves, 1-3 dire bears, and 1 bearhound) [B]Challenge Rating:[/B] ½ [B]Treasure:[/B] Standard [B]Alignment:[/B] Usually lawful good [B]Advancement:[/B] By character class [B]Level Adjustment:[/B] +1 [I]This tall, regal elf has pale blue-white skin and silver hair, a distinct contract to his savage looking apparel. His dressed in perfectly-formed hide armor and wears a wolf's skull on his head. He walks towards you, with pride and determination, his longsword at the ready.[/I] The elves of the island continent of Janardûn are a regal and proud people with strong ties to both humanity and the rakasta. The three races have lived and worked together for centuries learning to trust each other in ways that the corresponding races on the other continents on Kulan could never accomplish. And while this bond is strong, each race has kept their distinct culture separate for the most part — with the shoyir elves (or shoyira) being the most insular of the three. Shoyir elves average 5-½ feet tall and typically weigh 110 pounds. They are more likely than other elven races to eat meat on a regular basis. They do enjoy fruits and grains, but Janardûn's climate makes it difficult to gather or grow such edibles. Their clothing often appears savage looking at first glance; however, such apparel is almost always of the finest quality. The shoyir elves of Janardûn have perfected a type of hide armor that has similar properties to elven chain (i.e. speed, weight, armor check penalty, etc). Traditional shoyira clothing can be colorful but often it designed to blend in with the continent's natural features. And for the shoyira, warmth is unnecessary since they are immune to cold; therefore, style and function is more important. The shoyira rarely wear metal bangles or gem-encrusted jewelry; they prefer to wear bone headpieces and ivory adornments. Shoyir elves are naturally psionic and rarely use traditional magic. In the past, the elite psions of the shoyira have crafted some of Janardûn's most powerful and unique psionic devices. They rarely do this anymore since such devices have done more harm than good. They are also master sculptors and stonemasons. It is often said that a shoyir ice sculpture has a life all its own. Shoyir elves speak Elven and the regional tongue known as Krofta. [B]Combat[/B] Shoyir elves aren't much for combat. They prefer to let others swing swords and fire bows and crossbows. Regardless, they are not cowards and know how to fight. They may not be strong but they are resilient. Their warriors have been known to stand against the minions of the ogre mages while warriors of other races have retreated. Shoyir elves have a great sense of honor and will rarely back down from a challenge. Shoyir elves are proficient with bows, longswords, and shortspears. They prefer to fight with the best weapons available and wear the best armor they can find. This often leads young, headstrong shoyira into the adventuring lifestyle; they see adventuring as a way to afford (or discover) the best gear. A tale of an ancient sword will set aflame a shoyir elf's imagination. A shoyir elf never rides a land-bound mount into combat. They respect horses too much to ride them and would never ride anything else that clomps along the ground. However, it is a legend that in great times of peril, a bearhound once offered its services as a mount to a honorable shoyira warrior. This legend makes all bears and hounds sacred animals to the shoyira. The shoyira will ride aerial-based mounts, however, and shoyira sky knights often attempt to outdo each other during a battle. [I]Naturally Psionic:[/I] Shoyir elf psions gain an extra 2 power points every three levels starting at 1st level. This bonus stacks with the previous bonus. Thus, at 3rd level the shoyir elf psion gains 4 additional power points (6 at 6th level, 8 at 9th level, 10 at 12th level, 12 at 15th level, and 14 at 18th level. Shoyira psychic warriors do not gain these bonus power points. Multiclassed psion/psychic warriors do gain the bonuses for any psion levels they have. Thus a shoyir elf with 5 levels of psion and 4 levels of psychic warrior gains only a total of 6 bonus power points, not 20, which is what a 9th-level shoyir elf psion would gain. This rule is the same for any prestige classes that a shoyir elf psion takes unless that prestige class specifically states otherwise. [B]Shoyir Elf Society[/B] Children of the forests and mountains in ages past, the shoyira — regardless of their withdrawn nature — more than anyone realize the importance of the alliance against the ogre mages — who destroyed their ancestral homes — exiling the shoyira to the deserts and plains of Janardûn centuries ago. Since then they have learned to live a semi-nomadic existence, traveling amongst humanity and the rakasta, regardless of how much it pains them to be away from the forests they love that have been defiled by darkness. Each year, the Shoyira Court travels from city to city across Janardûn (called the Crossing of the Republic) based on the cycle of the seasons. In the early spring (i.e. March) the noble houses gather outside of the citadel of Aluae — the seat of the shoyira monarchy — on the southern most tip of the eastern coast of Janardûn. The "shayin" — the monarch of the shoyira — leads his family out of the citadel to address his people, assuring them that the day will come when they reclaim their ancestral homes and drive the evil of the Dark Ones from the shores of Janardûn forever. The entire monarchy then travels along the eastern coast to Shawa, Moria and Asal. The procession then travels around the Hyl Peninsula to Zaltu, down the other side of the peninsula to Grel turning west along the northern coast to Rapide & Treha and finally arriving in Alaran in early summer (i.e. June). The Shoyira Court usually spends a little over a month in the capital city, mingling with the noble houses of the Republic. The shayin spends most of this time meeting with the chancellor and the Council of Representatives. The month is a time of many celebrations and political events. Then near the beginning of autumn (i.e. August ), the court continues on through the Republic — skirting the dark forests the shoyir elves use to call home — north to Waur and Tela'a, on to the west coast to the city of Augan, and then circling Lake Matial to the cities of Seia and Wilk. Then they travel to the southern sea ports of Triha, Valou and Hara before heading southeast past the Tyiia Desert and back to Aluae by early winter (i.e. late October). This tradition goes on year after year despite raids by the ogre mages' minions and shoyira extremists that wish to dethrone the shayin and leave Janardûn. Soon the shoyir elves may be forced with the choice of exiling some of their own race or facing a possible revolution. Only the longest lived of the shoyira know the risks of dividing their people again as their ancestors did thousands of years ago. (However, that is another story.) [B]Shoyir Elves as Characters[/B] Shoyir elves favor the psion class. Most shoyira encountered will be warriors or experts. The elite of these elves, including adventurers, are drawn towards becoming psychic warriors and psions; however, they do have a strong affinity for the natural world, which means shoyira druids and rangers are commonplace in their society. They also love good stories so bards are a common choice amongst the young and foolhardy of their people. Arcane and clerical tradition isn't strong amongst the shoyira, yet they do respect magic and honor the gods of the Pantheon of the Republic. When a shoyir elf chooses devotion, he or she usually chooses to become a holy warrior such as a paladin. [B]Shoyir Racial Traits[/B] Shoyir elves benefit from a number of racial traits: [LIST][*]-2 to Strength, +2 to Constitution, +2 Wisdom, -2 to Charisma. Shoyir elves prefer their own company and pursuits of the mind. They also prefer to let other fight the ogre mages (and the giant races' allies) physically. However, the Crossing of the Republic each year has bred the shoyir to be more resilient when forced to fight. [*]Medium-size. As Medium-size creatures, shoyir elves have no special bonuses or penalties due to their size. [*]Shoyir elf base land speed is 30 feet. [*]Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects. *Not reflected in the statistics listed above. [*]Low-Light Vision: Shoyir elves can see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of poor illumination. [*]Weapon Proficiency: Shoyir elves receive the Martial Weapon Proficiency feats for the longsword, longbow (including composite longbow), shortbow (including composite shortbow), and shortspear as bonus feats. [*]+2 racial bonus on Listen, Search, Spot checks. A shoyir elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it. [*]+2 racial bonus to all Craft (sculpting) and Craft (stonemasonry) checks. [*]+2 racial bonus to all Charisma-based skill checks when interacting with human nobility. [*]Special Qualities: Naturally psionic (see above), immunity to cold, vulnerability to fire. [*]Automatic Languages: Elven and Krofta. Bonus Languages: Alaran, Celestial, Dwarven, Giant, Rakasta, and Sylvan. Shoyir elves speak the languages of their allies and enemies. [*]Favored Class: Psion. A multiclass shoyir elf’s psion class does not count when determining whether he suffers an XP penalty for multiclassing.[/LIST] [/QUOTE]
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