thundershot
Adventurer
Okay, after some thinking and typing, here's what I've got for the Elves and Eladrin:
4E PF ELVES:
+2 Dex, +2 Wis, -2 Con
Add "Fey Blood: Elves count as both Fey and Humanoids for the purposes of effects that target type."
Subtract Longswords and Rapiers from their "Weapon Familiarity".
Replace "Elven Magic" with "Woodcraft" per the APG.
Now I need to replace "Elven Immunities" with one of the following:
"Group Awareness": All allies of an elf character within 20 ft get a +1 bonus to Perception checks.
OR
"Wild Step": An elf may move through any sort of natural undergrowth such as vines or thorns at full speed without getting tripped up or taking damage. Magically created obstacles, such as Entangle spells, affect them normally.
ALSO
Elven Accuracy - Probably best as a feat.
Perhaps even some feats to take care of the rest... I don't want them overpowered, but I like the abilities and flavor of the 4E Races. Suggestions?
Now for the Eladrin:
4E PF ELADRIN:
+2 Dex, +2 Int, -2 Con
Add "Fey Blood: Eladrin count as both Fey and Humanoids for the purposes of effects that target type."
Subtract Longbows and Shortbows from their "Weapon Familiarity".
The PF Elf is mostly a fine substitute for a 4E Eladrin, except for:
"Fey Step": Three times per day as a move action, Eladrin can teleport up to 25 feet away.
What could that possibly replace in order to keep all the balance as well as the other abilities of the Eladrin? Replace Elven Immunities with one of them?
Thanks in advance!
Chris
4E PF ELVES:
+2 Dex, +2 Wis, -2 Con
Add "Fey Blood: Elves count as both Fey and Humanoids for the purposes of effects that target type."
Subtract Longswords and Rapiers from their "Weapon Familiarity".
Replace "Elven Magic" with "Woodcraft" per the APG.
Now I need to replace "Elven Immunities" with one of the following:
"Group Awareness": All allies of an elf character within 20 ft get a +1 bonus to Perception checks.
OR
"Wild Step": An elf may move through any sort of natural undergrowth such as vines or thorns at full speed without getting tripped up or taking damage. Magically created obstacles, such as Entangle spells, affect them normally.
ALSO
Elven Accuracy - Probably best as a feat.
Perhaps even some feats to take care of the rest... I don't want them overpowered, but I like the abilities and flavor of the 4E Races. Suggestions?
Now for the Eladrin:
4E PF ELADRIN:
+2 Dex, +2 Int, -2 Con
Add "Fey Blood: Eladrin count as both Fey and Humanoids for the purposes of effects that target type."
Subtract Longbows and Shortbows from their "Weapon Familiarity".
The PF Elf is mostly a fine substitute for a 4E Eladrin, except for:
"Fey Step": Three times per day as a move action, Eladrin can teleport up to 25 feet away.
What could that possibly replace in order to keep all the balance as well as the other abilities of the Eladrin? Replace Elven Immunities with one of them?
Thanks in advance!
Chris