DMEntropy
First Post
ELF, AQUATIC
Medium Humanoid (Elf)
Hit Dice: 1d8 (4hp)
Initiative: +1
Speed: 30 ft, Swim 40 ft
Armor Class: 13 (+2 Coral studded shark skin, +1 Dex)
Base Attack/Grapple: +0 / +1
Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Full Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Space/Reach: 5 ft / 5 ft
Special Attacks: -
Special Qualities: Immunities, Underwater vision, Save bonuses
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 11
Skills: Hide +4, Search +5, Spot +5, Swim +4*
Feats: Weapon Focus (Spear)
Environment: Temperate or tropical waters
Organization: Ocean: company (2-3), squad (11-20 plus 2 4th level sergeants). River/lake: patrol (4-8 plus 1 2nd level leader), squad (11- 20 plus 2 sergeants of 3rd level, and 1 leader of 4th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By character class
Level Adjustment: +0
Description
Aquatic elves are water-breathing guardians of the under-water world. They have bluish- green skin and emerald green hair and partially web fingers and toes. They live in enormous underwater cities created from coral and other living rock. They protect their undersea world just like their cousins protect the forests. Aquatic elves are slim and are stronger and less agile than Elves. Living underwater makes all movements slow and you are constantly swimming. They live on the bountiful harvests in all the worlds' oceans and can also live in deep lakes and rivers.
Aquatic elves speak Aquan underwater and also speak Forestal above the waves. They are craftsmen in their own right and trade with merchants in a few locations, including Lorlynia and Kinrisar. They have also joined their cousins in Lorlynia in their fight for freedom against the orcs and goblins.
Racial Traits
Aquatic Elves are proficient with spears, tridents, nets and water crossbows (see New Equipment section). They are Immune to sleep spells and effects. Aquatic elves have a +2 racial bonus to Will Saves against enchantment spells or effects. Aquatic elves have low-light vision and can see four times as far as a human in starlight, moonlight, torch light and similar conditions of low light. They have a +2 racial bonus to Search and Spot checks. Aquatic Elves can survive out of the water for 1 hour per point of constitution (after that refer to suffocation rules, pg 88 in DMG), but due to their gills can breathe underwater normally.
Combat
Aquatic elves rely on stealth and tactics to battle their foes, mostly by choosing when and where the battle takes place. Underwater they fight with their spears and nets, and sometimes water crossbows. When they fight in Lorlynia, they often emerge for a brief time from the many rivers and fight on land.
Skills
Aquatic Elves receive a +8 racial bonus to swim checks.
Medium Humanoid (Elf)
Hit Dice: 1d8 (4hp)
Initiative: +1
Speed: 30 ft, Swim 40 ft
Armor Class: 13 (+2 Coral studded shark skin, +1 Dex)
Base Attack/Grapple: +0 / +1
Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Full Attack: Spear +2 melee (1d6+1) or Water Crossbow +1 ranged (1d8)
Space/Reach: 5 ft / 5 ft
Special Attacks: -
Special Qualities: Immunities, Underwater vision, Save bonuses
Saves: Fort +0, Ref +3, Will +1
Abilities: Str 12, Dex 13, Con 11, Int 10, Wis 12, Cha 11
Skills: Hide +4, Search +5, Spot +5, Swim +4*
Feats: Weapon Focus (Spear)
Environment: Temperate or tropical waters
Organization: Ocean: company (2-3), squad (11-20 plus 2 4th level sergeants). River/lake: patrol (4-8 plus 1 2nd level leader), squad (11- 20 plus 2 sergeants of 3rd level, and 1 leader of 4th level)
Challenge Rating: 1/2
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: By character class
Level Adjustment: +0
Description
Aquatic elves are water-breathing guardians of the under-water world. They have bluish- green skin and emerald green hair and partially web fingers and toes. They live in enormous underwater cities created from coral and other living rock. They protect their undersea world just like their cousins protect the forests. Aquatic elves are slim and are stronger and less agile than Elves. Living underwater makes all movements slow and you are constantly swimming. They live on the bountiful harvests in all the worlds' oceans and can also live in deep lakes and rivers.
Aquatic elves speak Aquan underwater and also speak Forestal above the waves. They are craftsmen in their own right and trade with merchants in a few locations, including Lorlynia and Kinrisar. They have also joined their cousins in Lorlynia in their fight for freedom against the orcs and goblins.
Racial Traits
Aquatic Elves are proficient with spears, tridents, nets and water crossbows (see New Equipment section). They are Immune to sleep spells and effects. Aquatic elves have a +2 racial bonus to Will Saves against enchantment spells or effects. Aquatic elves have low-light vision and can see four times as far as a human in starlight, moonlight, torch light and similar conditions of low light. They have a +2 racial bonus to Search and Spot checks. Aquatic Elves can survive out of the water for 1 hour per point of constitution (after that refer to suffocation rules, pg 88 in DMG), but due to their gills can breathe underwater normally.
Combat
Aquatic elves rely on stealth and tactics to battle their foes, mostly by choosing when and where the battle takes place. Underwater they fight with their spears and nets, and sometimes water crossbows. When they fight in Lorlynia, they often emerge for a brief time from the many rivers and fight on land.
Skills
Aquatic Elves receive a +8 racial bonus to swim checks.