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Tell me about elves in your world.
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<blockquote data-quote="RangerWickett" data-source="post: 1805323" data-attributes="member: 63"><p>To condense and expand what I posted before:</p><p></p><p>Light Elves, the Shahalesti - Innenlesti, Tundanesti, Vaneljesti.</p><p></p><p>Dark Elves, the Taranesti - Guenhavesti, Kohalesti, Taranesti.</p><p></p><p>The Taranesti are the primary race of Elves who live in the land below. They have a strong tradition of shadow magic and summoning from infernal planes, though they are not themselves particularly evil. They do not have the same spider obsession as core Drow, but they are dark-grey-skinned, with black, white, or dark purple hair, and eyes that tends to red or gold. Their culture is vaguely similar to something like ancient Babylon and the surrounding lands. Superstition is very strong, and they're afraid of returning to the surface, though they believe the path to the afterlife passes through it.</p><p></p><p>The Taranesti have many dealings with goblins, who taught them the skills to live in a land with no sun. They also must deal with the Trillith, strange dream creatures that live at the fringe of Taranesti lands, in the deepest caves.</p><p> </p><p></p><p>Guenhavesti are a race I haven't done much with. They're also dark Elves who live below, but they've never shown up, and they're sort of a blank spot in my world.</p><p></p><p>There is no statistical difference between Elves of different nations. However, there are cultural feats you can take:</p><p></p><p><strong>Child of the Snow Moon [Heritage]</strong></p><p>You have adapted to the chill of winter.</p><p>Heritage: Tundanesti</p><p>Benefit: You have cold resistance 5. Once per day, for one minute, you can make any bladed weapon you wield a frost weapon, dealing +1d6 cold damage per hit. Activating this ability is a free action, but it cannot be applied to a blade with a straight edge, only curved blades.</p><p></p><p><strong>Darkseer [Heritage]</strong></p><p>You have adapted to living in utter darkness.</p><p>Heritage: Guenhavesti</p><p>Benefit: In addition to normal Elvensight, you have Darkvision to unlimited range, allowing you to see even inanimate objects and unliving creatures in the darkness of the land below.</p><p></p><p><strong>Deep Diver [Heritage]</strong></p><p>You can swim and dive as easily as you can walk.</p><p>Heritage: Kohalesti</p><p>Benefit: You gain a +3 bonus to Swim checks, and you can hold your breath for twice as long (2 rounds times your Constitution score) before you need to start making checks to avoid drowning. You do not lose your Dexterity bonus to AC because of failing a Swim check.</p><p></p><p><strong>Demon Trainer [Heritage]</strong></p><p>You are very proficient at summoning demons.</p><p>Heritage: Taranesti</p><p>Prerequisite: Ability to cast summon monster I.</p><p>Benefit: When you cast a summon monster spell, you can choose Evil creatures from a list one level higher than normal.</p><p></p><p><strong>Effigist [Heritage]</strong></p><p>Your magic twists the bodies and souls of your foes.</p><p>Heritage: Taranesti</p><p>Benefit: The save DCs of your spells that require Fortitude or Will saves are increased by +1. You regularly keep a mostly featureless doll as a spell focus, and if you have an item or body part that belonged to your target, you can spend a full round to attune the doll as an effigy of that target. If you do, for the next hour, increase your save DCs by an additional +2.</p><p></p><p><strong>Secret of Secrets [Heritage]</strong></p><p>Your skill and prowess are focused upon defending your secrets.</p><p>Heritage: Ycengled</p><p>Benefit: You have hidden an ancient artifact (discuss this with the game master). As long as no one knows the location of this artifact except for others who bear its secret, you gain a +1 bonus to all attack rolls, checks, and saves. You suffer a -4 penalty to Charisma check and Charisma-based skills.</p><p></p><p><strong>Wallwalker [Heritage]</strong></p><p>You can climb with great ease.</p><p>Heritage: Guenhavesti, Innenlesti, Taranesti</p><p>Prerequisite: Climb 4 ranks.</p><p>Benefit: You have a climb speed equal to half your base speed. This grants you a +8 racial bonus to Climb checks, and you may always choose to take 10 on Climb checks. You retain your Dexterity bonus to AC while climbing, and opponents gain no special bonus to attack you while you’re climbing.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1805323, member: 63"] To condense and expand what I posted before: Light Elves, the Shahalesti - Innenlesti, Tundanesti, Vaneljesti. Dark Elves, the Taranesti - Guenhavesti, Kohalesti, Taranesti. The Taranesti are the primary race of Elves who live in the land below. They have a strong tradition of shadow magic and summoning from infernal planes, though they are not themselves particularly evil. They do not have the same spider obsession as core Drow, but they are dark-grey-skinned, with black, white, or dark purple hair, and eyes that tends to red or gold. Their culture is vaguely similar to something like ancient Babylon and the surrounding lands. Superstition is very strong, and they're afraid of returning to the surface, though they believe the path to the afterlife passes through it. The Taranesti have many dealings with goblins, who taught them the skills to live in a land with no sun. They also must deal with the Trillith, strange dream creatures that live at the fringe of Taranesti lands, in the deepest caves. Guenhavesti are a race I haven't done much with. They're also dark Elves who live below, but they've never shown up, and they're sort of a blank spot in my world. There is no statistical difference between Elves of different nations. However, there are cultural feats you can take: [b]Child of the Snow Moon [Heritage][/b] You have adapted to the chill of winter. Heritage: Tundanesti Benefit: You have cold resistance 5. Once per day, for one minute, you can make any bladed weapon you wield a frost weapon, dealing +1d6 cold damage per hit. Activating this ability is a free action, but it cannot be applied to a blade with a straight edge, only curved blades. [b]Darkseer [Heritage][/b] You have adapted to living in utter darkness. Heritage: Guenhavesti Benefit: In addition to normal Elvensight, you have Darkvision to unlimited range, allowing you to see even inanimate objects and unliving creatures in the darkness of the land below. [b]Deep Diver [Heritage][/b] You can swim and dive as easily as you can walk. Heritage: Kohalesti Benefit: You gain a +3 bonus to Swim checks, and you can hold your breath for twice as long (2 rounds times your Constitution score) before you need to start making checks to avoid drowning. You do not lose your Dexterity bonus to AC because of failing a Swim check. [b]Demon Trainer [Heritage][/b] You are very proficient at summoning demons. Heritage: Taranesti Prerequisite: Ability to cast summon monster I. Benefit: When you cast a summon monster spell, you can choose Evil creatures from a list one level higher than normal. [b]Effigist [Heritage][/b] Your magic twists the bodies and souls of your foes. Heritage: Taranesti Benefit: The save DCs of your spells that require Fortitude or Will saves are increased by +1. You regularly keep a mostly featureless doll as a spell focus, and if you have an item or body part that belonged to your target, you can spend a full round to attune the doll as an effigy of that target. If you do, for the next hour, increase your save DCs by an additional +2. [b]Secret of Secrets [Heritage][/b] Your skill and prowess are focused upon defending your secrets. Heritage: Ycengled Benefit: You have hidden an ancient artifact (discuss this with the game master). As long as no one knows the location of this artifact except for others who bear its secret, you gain a +1 bonus to all attack rolls, checks, and saves. You suffer a -4 penalty to Charisma check and Charisma-based skills. [b]Wallwalker [Heritage][/b] You can climb with great ease. Heritage: Guenhavesti, Innenlesti, Taranesti Prerequisite: Climb 4 ranks. Benefit: You have a climb speed equal to half your base speed. This grants you a +8 racial bonus to Climb checks, and you may always choose to take 10 on Climb checks. You retain your Dexterity bonus to AC while climbing, and opponents gain no special bonus to attack you while you’re climbing. [/QUOTE]
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