Homebrew Translating Gaz13 Shadow Elves into 3.x/d20...

Brendan Byrd

Explorer
...Using the Pathfinder1e Advanced Race Guide as a starting point, no less.
Yeah, this is going to be quite an ecclectic mix. 😉

The Goal: Direct translation of GAZ13 Shadow Elves from RC/BECM to 3.x/d20 (Modern-ish). (Bypassing AD&D as much as possible.)

My concern (and why I'm posting this here) is about balance.
Relative to d20/3.x ruleset, is this too Übermensch (not ideal), Merely Munchkin (okayish 😁) or sort-of balanced?
This is my first attempt at homebrewing a species, so...I'm open to suggestions.

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Part I: Core Critter Characteristics

SPECIES: ELF
Sub-species: Umbral (Shadow)
Binomal: Ælfae normalis umbrii

Type: Humanoid
Size: Medium

INNATE CHARACTERISTICS

Base Speed: 40' (ex)
Running away from danger is a useful survival skill.

Ability Score Modifiers:
Elven Heritage (ex) +1 Str, +1 Int

Favored Classes:
Warrior* (Fighter) (ex)
Spellcaster* (Sorcerer/Wizard) (sp)
When a level is taken in one of these classes, choose a bonus:
either +1 hit point
or +1 skill rank
*3.5 UA Generic classes

SENSES

Elven Darksight:
Darkvision 90' (su)
Infravision 90' (sp)
Able to percieve temperature as a visual quality, not as colour per se.
Similar to "matte", "gloss", "metalic", "transparent", "translucent", "opaque"...
[Measured in °Kelven, of course]

Keen Senses (ex)
+2 bonus to Listen, Search and Spot

Over-Sized Ears (ex)
"Walking radar" +3 bonus to Listen

DEFENSE

Elven Resistance: Undead (su)
Undead creatures cannot paralyse this species.
Normal vulnerability to other forms of paralysis.

Spelunker (ex)
(Immune to altitude induced sicknesses.?)
Keeps Dexterity bonus to AC when making Climb or Acrobatics (Ledge Hopping)* checks when crossing narrow or slippery surfaces.
*Acrobatics (Balance; Juggle; Ledge Hopping; Tree Walking; Tumble)

Survivor (ex)
+4 bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion; ill effects from running, forced marches; starvation, thirst; and hot or cold environments.

VULNERABILITY

Elven Vulnerability: Wehrform (su)
Wehrform (Lycanthropy) is a magical disease which is lethal to elves.
Transmitted by the natural attacks of the "wehrform".
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy.
Before Onset: Feverish and weak (-2 to hit, and all saving throws)
Treatment:
Remove Disease cast by a cleric below 12th level will delay onset by 1d6 days.
Remove Disease cast by a cleric of at least 12th level cures the affliction.
Onset: 1d6 days or the full moon, whichever comes first. (Effect: Death)
{RC & PC4; 3.0}

Light Sensitivity I (ex)
–2 penalty on saving throws against effects with the light descriptor.

Light Sensitivity III (ex)
Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds for 1 round. In addition, there is a –1 circumstance penalty on all attack rolls, saves, and checks while operating in bright light (dazzled).
Sunglasses and tinted visors can negate these effects.
Special: These penalties can be negated with the Light Adaption feat.
==============
Feats [Species]*

Direction Sense [Species]
Prerequisite: 4 ranks in Orientation in Caves
Benefit: {+} {GAZ9}

Light Adaption [Species] [General]
Prerequisite: Light Sensitivity; Light Blindness; or Light Vulnerability
Benefit: Negates one eligible set of penalties.
Special: This feat may be taken multiple times.

Spellcasting Heritage [Initial] [Species]
Benefit: Choose any five 0-level spells that are available. Gain three 0-level spell slots that are only useable for the spontaneous casting of these five spells.
Special: This feat may be taken multiple times.

Swarming [Species] {+}
The result of four-thousand years of living and fighting communally.
Benefit: Two characters with this feat can occupy a (5') square without penalty, if they are the same size category. From this shared square, both can "flank" a single opponent.

*Unless otherwise noted, [Species] feats can only be taken when Character Level advances enough to gain a feat (1st-level, and every ECL evenly divisible by three).
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Construction Notes: 1/3

Species: ELF
Sub-species: Umbral (Shadow)
Binomal: Ælfae normalis umbrii

Type: Humanoid (0)
Size: Medium (0)
Base Speed: 40' (ex)
Running away from danger is a useful survival skill.
- Speed is 30' in chainmail and heavier armors. [multiple NPC's in full plate]
{Fast (ex) (1): +10 foot bonus to base speed.}
{RC: "Any character will have a movement of "120' (40')"..." pg. 88}

Ability Score Modifiers:
Elven Heritage (ex) (0) +1 Str, +1 Int
Similar to Human Heritage (0) (+2 to one ability score, your choice)
- Splits the +2 across two scores. [-0.5?]
- Static. No choice of which scores are improved. [-0.5?]
{RC/BECM: Str & Int are the prime requisites of the Elf class}
{Bypasses AD&D ability score adjustments}

Favored Classes:
{Multitalented (su)(sp) (2)}
Warrior*(Fighter)(ex) and Spellcaster*(Sorcerer/Wizard)(sp)
- Gain +1 hit point or +1 skill rank when a level is taken in either class.
{Gaz13: Elf (Fighter/Magic-User); 2hp/level after 10th, instead of 1hp/level}
*{3.5 UA Generic classes}
 
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Construction notes: 2/3

INNATE CHARACTERISTICS

Elven Darksight: 90' (su) [2.5?]
Darkvision 90'.
{3.x/d20}

Infravision: 90' (su) [1.5?]
- Prerequisite: Low Light Vision, Darkvision, or Elven Darksight
Ability to percieve heat as Colour Temperature (Rated in °K...elven)
[Percieved as a quality, much like the difference between "matte", "gloss", "metalic", "transparent", "translucent", "opaque"...]
{Gaz13: Infravision 90'; 2e Infravision 90' (SD)(Farrow)}

Over-Sized Ears (ex) (2)
"Walking radar" +3 bonus to Listen
{Feat: Skill Focus (Listen) (2)}

Keen Senses (ex) (2)
+2 bonus to (Listen?) Search and Spot
{Feat: Skill Focus (Search & Spot) (2)}
{RC: 1 in 3 chance to detect secret and hidden doors [ ---> Rogue Talent?]}

DEFENSE

Desert Runner (ex) (2) ---> "Survivor"
+4 bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, and ill effects from running, forced marches, starvation, thirst, and hot or cold environments.

Elven Resistance: Undead (su) (1)
Immune to undead paralysis
{RC/BECM & 2e Undead Resistance (SD) (Farrow)}
{Subset of Duergar Immunities (4)}

Mountaineer (ex) (1) ---> "Spelunker"
Immune to altitude sickness.
Keeps Dexterity bonus to AC when making Climb or Acrobatics (Ledge Hopping) checks when crossing narrow or slippery surfaces.
{Gaz13: Ledge Hopping; no mention of requiring adjustment for elevation changes ('the bends')}
 
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Construction notes: 3/3

VULNERABILITY

Elven Vulnerability: Wehrform* (Lycanthropy) (su) (-2 ???)
Wehrform* (Lycanthropy) is a magical disease which is lethal to elves.
Curse of Lycanthropy (Su): Any humanoid hit by a lycanthrope’s bite attack in animal form must succeed at a Fortitude save (DC 15) or contract lycanthropy.
Until Cured: character is feverish and weak (-2 to hit, and all saving throws)
Treatment:
Remove Disease cast by a cleric below 12th level will delay onset by 1d6 days.
Remove Disease cast by a cleric of at least 12th level cures the affliction.
Onset: 1d6 days or the full moon, whichever comes first.
{RC & PC4 Night Howlers}
*[Wehrwolf] Passing English (Ware, 1909?)

Light Sensitivity I (ex) (–1)
–2 penalty on saving throws against effects with the light descriptor.
{Gaz13: -2 to saves vs. Light and Continual Light}

Light Sensitivity III (ex) (–2)
Abrupt exposure to bright light blinds for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.
(Dazzled: -1 penalty on attack rolls and sight-based skill checks.)
Special: This vulnerability can be negated by the Light Adaption feat.
 

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