A monster for the thread
Elf, Reptilian, 1st-Level Warrior
Medium-Size Humanoid (Elf, Reptilian)
Hit Dice: 1d8+1 (5 hp)
Initiative: +1 (Dex)
Speed: 30ft. (6 squares)
AC: 15 (+1 Dex, +2 small shield, +2 natural), touch 11, flat-footed 14
Base Attack/Grapple: +1/+3
Attack: Claw +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Full Attack: 2 claws +3 melee (1d6+2) or light flail +4 melee (1d8+2) or light crossbow +2 ranged (1d8)
Space/Reach: 5 ft. / 5 ft.
Special Qualities: Racial traits, scent
Saves: Fort +3, Ref +1, Will +0
Abilities: Str 15 (+2), Dex 13 (+1), Con 12 (+1), Int 10 (+0), Wis 11 (+0), Cha 8 (-1)
Skills: Climb +7, Jump +7, Listen +3, Search +3, Spot +3
Feats: Weapon Focus (light flail)
Continent/Region: Merria plus any isolated island chain
Climate/Terrain: Temperate or warm forest
Organization: Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd to 6th-level, or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, 3 7th-level captains, and 1–4 monitor lizards)
Challenge Rating: 1
Treasure: Standard
Alignment: Usually chaotic good
Advancement: By character class
Level Adjustment: +2
Elves and dragons are two of the longest-lived races on Kulan. The two species have shared a kinship over the centuries whether as allies dedicated to the Balance or as adversaries along the lines of extremism. It is logical, therefore, that elves and dragons have shared an even closer kinship, often leading to elven half-dragons. Reptilian elves are the result of similar relationships between elves and dragons except that the kinship is more developed over longer periods of time.
Reptilian elves have green and brown scales covering their strong, muscular bodies and long sinuous tails, although elven heritage still dominates their facial features with long tapering ears and deep green eyes. Reptilian elves are just as intelligent as normal elves, but are also wiser than them, due to the dragon blood running through their veins. They are also more likely to eat meat than normal elves but are still considered omnivores.
Reptilian elves prefer clothing that blends well with the forest and their scaled skin – earth-tone brown, deep green, and stone gray. They are more inclined to work with stone and metal like dwarves than wood and metal like normal elves, although the forest is still the heart of their heritage. They are more at one with the raw forces of nature then the beauty of the woodland surroundings.
Reptilian elves speak Draconic and Elven.
Combat
Reptilian elven warriors are as cautious as normal ones and are even more analytical. However, they prefer more aggressive attacks once they do enter combat using their increased strength to take the fight to their opponents. They prefer crossbows, flails, hand and throwing axes, scimitars, and warhammers. In melee, reptilian elves are just as graceful as normal elves regardless of their increased strength and bulk, but are less beautiful to observe.
Racial Traits (Ex): See below.
Scent (Ex): A reptilian elf can detect approaching enemies, sniff out hidden foes, and track by sense of smell. If upwind, the range increases to 60 ft.; if downwind, it drops to 15 ft.
Reptilian Elf Society
Reptilian elves are wanderers by nature. Their bands rarely settle in one forest region for more than one or two years. Most often, reptilian elves travel from island to island within a particular chain of islands. If several island chains are linked by one or two intermediate islands, these elves will travel even farther, trading with allies from other bands and, sometimes, other races.
Reptilian elves have excellent relations with the good races of the sea including shoal elves and tritons. They are the sworn enemies of the sahuagin, scrags, and merrow. Reptilian elves often trade and socialize with good-hearted privateers, but they will often break off relations with ‘independents’ who aren’t choosy about where they steal from.
Reptilian elves are most often encountered in the Isles of Merria, traveling by sailing ship or in giant flat bottom boats poled along the shorelines of the many islands of the region. However, reptilian elves can be encountered traveling amongst any of dozens of isolated, temperate or warm island chains.
They like visiting Freeport and the Isle of Dread south of Harqual, as well as the Shu Na Nee Archipelago south of the lands known as Indjra, on the southeastern shores of Kanpur. They often trade and settle in islands the Crowded Sea south of True Zakhara, as well as the many island chains west and southwest of Kanpur. Only recently has the Fallenlands opened up to the rest of the world and the reptilian elves were amongst the few who began exploring the islands surrounding the mainland of the Fallenlands.
It is considered taboo for a reptilian elf to set foot on one of the continents of Harqual and if taken there by force the elf will do everything to reach the sea, even if it mean the risk of drowning. Why reptilian elves have this taboo remains a mystery.
Reptilian Elves as Characters
Reptilian elves favor the ranger class. Reptilian elves often tend to be bards, druids, rogues or sorcerers, as well as multiclass bard/rangers, ranger/druids, or ranger/rogues. They almost never become wizards but make excellent sorcerers. Ever 1 in 25 reptilian elves should have the half-dragon template added onto these stats. Dragon subtype is left up to the DM.
These unique elves rarely worship the gods of the Elven Pantheon, although they still respect them. (Many reptilian elf clerics worship one of the Dragon Deities from the D&D Draconomicon: Book of Dragons.)
Those reptilian elves living in the region known as Merria often worship Shan’re, the Sea Goddess, or Andor, God of the Isles. Reptilian elf clerics of Shan’re can choose any two of the following domains: Chaos, Nautical, Ocean, Travel, and Water. Reptilian elf clerics of Andor can choose any two of the following domains: Animal, Creation, Earth, Knowledge, and Plant.
Reptilian Elven Traits
Reptilian elves benefit from a number of racial traits:
-- +2 to Strength, +2 to Dexterity, -2 to Charisma.
-- Medium-sized. (Use elf height and weight. See the PHB in Chapter 6: Description.)
-- Proficient with longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow, regardless of character class.
-- Base land speed is 30 feet.
-- Keen Vision (Ex): Reptilian elves have low-light vision that allows them see twice as far as a human can in starlight, moonlight, torchlight, and similar conditions of low illumination. Reptilian elves have darkvision up to 60 ft.
-- Immunity to magic sleep spells and effects, and a +2 racial bonus to saves against Enchantment spells or effects.
-- Scent (Ex): As per the description under Combat above.
-- Skills: A reptilian elf gets a +2 racial bonus to Search, Spot, and Listen checks and a +4 racial bonus to Balance and Jump checks. A reptilian elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it.
-- Automatic Languages: Draconic and Elven. Bonus Languages: Gnoll, Gnome, Goblin, Orc, and Sylvan.
-- Favored Class: Ranger. A multiclass reptile elf's ranger class does not count when determining whether he suffers an XP penalty for multiclassing.
-- ECL: +2