White Elves

LeifVignirsson

First Post
Good evening all,

I wanted to see what everyone thought of this particular race. It was given to me by an associate way back when AD&D was cool and I took the time to convert it into 3E rules. I have to thank Cyric the Mad for this great race (IMO) and I would like to get some feedback on it. Be gentle, this is the first in many posts to come... And I apologize to all if this has been posted before, forgive my error... Oh, and one more thing, there might be some non-OGL references in here, I haven't had the time to adjust that accordingly. It can be tinkered with, with all of your help, of course.

Name: White Elf
Submitted By: Cyric the Mad
Converted to 3E rules by: Leif Vignirsson

WHITE ELVES
The history of the White Elves begins just after the Godswar, when an elven hero named Arithan Venatha was elevated to godhood. Arithan became the patron god of vengeance, and his followers chased the drow into the underdark. His followers, the white elves, live deep in the underdark also and frequently war with the drow. They gave up their life on the surface to destroy the drow menace. They have lived in the underdark ever since, and have developed unique adaptations to their surroundings.
PERSONALITY: White Elves tend to be more dour than their surface dwelling elven cousins, but they are more full of life and love of it than their Drow cousins. Though they do live to fight against the Drow and their allies, they also are given to the desires of their surface dwelling kin.
PHYSICL DESCRIPTION: White Elves are a tad smaller and slimmer than their surface dwelling kin, standing at a scant 4 to 5 feet tall and weigh anywhere from 70 to 120 pounds. They are graceful but frail. White Elves probably have the least variation in their hair and eye coloring. A huge percentage of the white elves have white hair and white eyes. The ones that don’t have white eyes will have pink eyes. There are a few more variations to hair color, from silver to blond to even red, but the majority will have white hair. Many prefer to have durable clothing, especially in the cold regions of the underdark, but when on the surface they tend to wear heavy clothing to resist the powers of the sun. White Elves reach their majority at about 120 years in age and can live to be over 600 years old.
Much like their surface dwelling cousins, White Elves do not sleep as much as meditate for 4 hours in a day. These 4 hours are much like when a human sleeps for 8; they will come out of their state fully rested.
RELATIONS: White Elves to tend to be aloof, preferring to be with their own instead of with the many types of surface and under surface dwellers. However, there have been exceptions and those that have befriended a White Elf would swear their lives on their loyalty and devotion, where their enemies would curse them for it.
ALIGNMENT: White Elves love their freedom, especially when struggling against the Drow. They strongly lean towards chaos, but they are also known for their ability to stand for the rights of others as well as their own and most are more often good than not.
WHITE ELVEN LANDS: White Elves live underneath the surface, much like the Drow. They hunt game underneath the surface, harvest spores and minerals. Their skills with magic assist them in their daily lives and help protect them against the constant onslaughts of the Drow and their allies.
RELIGION: As a majority or each race of elf worships their own patron diety, White Elves worship their patron deity, Arithan Venatha, the god of Vengeance. This, of course, is not the rule. Of the surface going White Elves, they have learned to worship a variety of gods and goddesses.
LANGUAGES: White Elves speak a fluid language of subtle intonations and intricate grammar. Though not as prized as their elven cousins, the written books, poems and songs are rich and varied.
NAMES: White Elven name structure and patterns are a blend of surface elves and Drow naming structures. Of course, White Elves that go to the surface do tend to take on human names or surface elven names consistently.
ADVENTURERS: White Elves adventurers tend to either grow tired of the constant vigil against the Drow and their allies or their villages have been destroyed by the allies underdark forces. As they migrate to the surface, they might be affected by the hatred and fear of the surface dwelling races, but their Good nature eventually will win over more than not.

WHITE ELF RACIAL TRAITS:
· +3 to Dexterity, +1 to Intelligence, -2 to Charisma, -1 to Constitution and Strength.
· Medium-size: As Medium-sized creatures, White Elves have no special bonuses or penalties due to their size
· White Elf base speed is 30 feet
· Blindsight: White Elves without sight benefit from the feat of Blindsight.
· Low-Light Vision: White Elves with sight can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination.
· Proficient with either longsword or rapier.
· Spell-like abilities: White Elves can cast once per day at 1st level, Darkness, Light and Spider Climb. At 5th level, a White Elf can cast Clairaudience/clairvoyance and Color Spray.
· Spell Resistance of MR 10 against Drow magic. Against all others, they do not have MR.
· Sensitive skin. White Elves that are exposed to the sun for more than an hour must make a Fort save or suffer a –3 to attacks due to the skin blistering. After more exposure, a White Elf must make another Fort Save for each hour exposed. Failure means that the White Elf suffers 1d6 points of damage until either the White Elf covers up or dies.
· -2 penalty to those White Elves that are blind when they are attacked by either sound or smell based attack. Penalty does not apply to those White Elves with sight.
· +2 bonus to Listen and Wilderness Lore due to the fact that White Elves that have lost their sight have gained bonuses to their olfactory senses. Bonus does not apply to those with sight.
· Automatic Languages: Drow Elvish, Elvish, Silent Tongue and Undercommon. Bonus Languages: Bugbear, Deep Dwarven, Duergar, Goblin, Illithid, Kuo-toa, Orcish, and Svirfneblin.
· Favored Class: Sorcerer. A multi-classed White Elf’s sorcerer class does not count when determining whether they suffer experience penalty for multiclassing.
· ECL: Blind White Elves – 4, Sighted White Elves – 3
 

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Ok. A few quick Comments. I like the Fluff, but it could use some editting and polishing. Nothing major, just fine tuning of statements like "a huge percentage of".

Ok. Mech.

* 1st thing is that in 3e all Ability modifiers are even numbered to insure an ability modifier change. Also the wording is layed out to not leave any question or assumption, spell it out. Thus...

"· +3 to Dexterity, +1 to Intelligence, -2 to Charisma, -1 to Constitution and Strength."

Should become...

+4 to Dexterity, +2 to Intelligence, -2 Strength, -2 Constitution, -2 to Charisma

* 2nd thing is I would break it out into 2 Racial Trait descriptions, one for each breed.

* 3rd: "At 5th level, a White Elf can cast Clairaudience/clairvoyance and Color Spray." --- How many times per day each?

* 4th: What caster level do their spell-like abilities function at?

* 5th: "Spell Resistance of MR 10 against Drow magic. Against all others, they do not have MR." --- MR should be SR. On aother note, I would remove the vs. Drow only statement as it goes against most of the pre-existing rules. Youa re either SR or you arent.

* 6th: "Sensitive skin" -- I think this might be a bit harsh. You might just want to give them the Penalties from "Extreme Heat" or "Abysmal Heat" exposure from p.86 of the DMG.

* 7th: "· -2 penalty to those White Elves that are blind when they are attacked by either sound or smell based attack. Penalty does not apply to those White Elves with sight." -- Another argument for 2 Racial Trait sections.
Also, what is the -2 penalty to? AC? Attacks? Saves? Skills?
Also, why Smell? They dont gain Scent, only Blindsight.

* 8th: "· +2 bonus to Listen and Wilderness Lore due to the fact that White Elves that have lost their sight have gained bonuses to their olfactory senses. Bonus does not apply to those with sight." -- Another argument for seperate racial trairs.
Why Survival (Wilderness Lore) only to the Blind?
I would change this to somethig like as follows:

Due to the harsh environment and the need to adapt to finding their way through the dark tunnels of the Underdark, White Elves gain a +2 racial bonus to all Survival and Intuit Direction skill checks.

Due to the Blind White Elf's advanced adaptivity to the new environment and the development of Blindsight, they also gain a +4 racial bonus to all Listen skill checks.

* 9th: "· Automatic Languages: Drow Elvish, Elvish, Silent Tongue and Undercommon." -- Drow Elves speak Elvish and Undercommon. Sign Language is a Bonus Language. Thus I would change this as follows.

Automatic Languages: Elvish and Undercommon. Bonus Languages: Bugbear, Dwarven, Goblin, Illithid, Kuo-toa, Orcish, Sign Language and Svirfneblin.

* 10th: ECL. Based on the information from Savage Species, I would place the ECL on these races as follows.
Blind White Elf: +2 (Blindsight +1, Spell-Like +1)
White Elf:+1 (Spell-Like +1)
 
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Well, considering I didn't come up with it but tinkered with it, I would have no idea what the reasoning was in style of creation. There wasa greater accent on the blind elves than the sighted, so I figured I would carry that over... However, this is why I posted it here so that way I can get some advice and see opinions... I will get on it this weekend and get goin from there. Anyone have anything else I should tinker with?
 

You say, "Blindsight: White Elves without sight benefit from the feat of Blindsight."

Do you mean blind White Elves have the feat Blindfight? Or do you mean blind White Elves have the special ability Blindsight (not a feat, to my knowledge), and, if so, to what range/radius?


Also, it seems strange to give a race with a Charisma penalty the favored class of Sorcerer.
 

Here are the changes made to the race, I decided to keep the sensitivity because it was part of the original creation and it was something that the creator was very insistant on keeping, it was something I had talked to him about long ago. So, here we are, hopefully everyone enjoys the... err... "fluff".

WHITE ELF RACIAL TRAITS (SIGHTED):
· +4 to Dexterity, +2 to Intelligence, -2 to Charisma, -2 to Constitution and Strength.
· Medium-size: As Medium-sized creatures, White Elves have no special bonuses or penalties due to their size
· White Elf base speed is 30 feet
· Low-Light Vision: White Elves with sight can see twice as far as a human in starlight, moonlight, torchlight and similar conditions of poor illumination.
· Proficient with either longsword or rapier.
· Spell-like abilities: White Elves can cast once per day at 1st level, Darkness, Light and Spider Climb. At 5th level, a White Elf can cast Clairaudience/clairvoyance and Color Spray once per day as a 6th level sorcerer.
· SR 10 against Drow magic. Against all others, they do not have SR.
· Sensitive skin. White Elves that are exposed to the sun for more than an hour must make a Fort save or suffer a –3 to attacks due to the skin blistering. After more exposure, a White Elf must make another Fort Save for each hour exposed. Failure means that the White Elf suffers 1d6 points of damage until either the White Elf covers up or dies.
- Automatic Languages: Elvish and Undercommon. Bonus Languages: Bugbear, Dwarven, Goblin, Illithid, Kuo-toa, Orcish, Sign Language and Svirfneblin.
· Favored Class: Sorcerer. A multi-classed White Elf’s sorcerer class does not count when determining whether they suffer experience penalty for multiclassing.
· ECL: Sighted White Elves – 1

WHITE ELF RACIAL TRAITS (BLIND):
· +4 to Dexterity, +2 to Intelligence, -2 to Charisma, -2 to Constitution and Strength.
· Medium-size: As Medium-sized creatures, White Elves have no special bonuses or penalties due to their size
· White Elf base speed is 30 feet
· Blindsight: White Elves without sight benefit from the feat of Blindsight.
· Proficient with either longsword or rapier.
· Spell-like abilities: White Elves can cast once per day at 1st level, Darkness, Light and Spider Climb. At 5th level, a White Elf can cast Clairaudience/clairvoyance and Color Spray once per day as a 6th level sorcerer.
· SR 10 against Drow magic. Against all others, they do not have SR.
· Sensitive skin. White Elves that are exposed to the sun for more than an hour must make a Fort save or suffer a –3 to attacks due to the skin blistering. After more exposure, a White Elf must make another Fort Save for each hour exposed. Failure means that the White Elf suffers 1d6 points of damage until either the White Elf covers up or dies.
· -2 penalty to attack and AC for those White Elves that are blind when they are attacked by either sound or smell based attack, due to their hyper sensitive .
· Due to the harsh environment and the need to adapt to finding their way through the dark tunnels of the Underdark, White Elves gain a +2 racial bonus to all Survival and Intuit Direction skill checks.
- Due to the Blind White Elf's adaptation to the new environment and the development of Blindsight, they also gain a +4 racial bonus to all Listen skill checks.
· Automatic Languages: Elvish and Undercommon. Bonus Languages: Bugbear, Dwarven, Goblin, Illithid, Kuo-toa, Orcish, Sign Language and Svirfneblin.
· Favored Class: Sorcerer. A multi-classed White Elf’s sorcerer class does not count when determining whether they suffer experience penalty for multiclassing.
· ECL: Blind White Elves – 2
 

1st how can their hyper sensitive noses and ears make them easier to hit or dodge they should probably get a penalty on saves not attack and AC, 2nd also really think about giving them sunlight sensitivity like the drow, 3rd if they cast spell-like abilities as a sorcerer and their favored class is sorcerer why do they have a bonus to intelligence but a penalty to charisma, 4th what do they mean by "fluff"?
 

Darn it, I knew I forgot something! That is what I get for doing it at work... The favored class is a Wizard. AS for the other questions...

The attack and AC is partially correct because they are blind and use the other senses to locate their targets, though they do have blindsight. It should be ammended that is they are using those senses while trying to locate or fight with an opponent (aka - I smell the Ogre, but with this sulfer bomb I can't locate him). Hence the entry.

As far as the sunlight sensitivity, I think that is why Cyric wanted to keep this race different from the typical Drow and Drow hybrids. That is why they have the skin sensitivity, they aren't penalized for going to the surface, just when they aren't protected from the sun. I am sure that sunlight would make it tough for the sighted ones to adjust to the surface to begin with, we could always go for -1 or so for the attack and AC for a certain period of time.

And the "Fluff" is because somebody thinks that this is not full o' the crunchy goodness that they like... They think it is too cute or too easy. I certainly am not shooting for either, I have used and am still using this race in my campaign... I just wanted feedback and opinions... "Fluff" just happens to be one of those...
 

Is there a DC on the sensitive skin Fortitude save? Or does the player just have to remember to roll a d20 and add his Fort bonus every hour? :)

Also, -3 is an awkward number in d20 (can't say I've seen it anywhere in a WotC book), but not outright "wrong"... Also, the mechanics for Sensitive Skin are a little clunky -- rolling for every hour of game-time can get a little excessive (although ideally they'd just stay out of the sun :) )... I might actually ditch the Fort save and just make it a -2 to attacks, and 1d4 damage per hour (to keep the balance about the same, but remove the excess rolling... this also means that having a high Fort save doesn't effectively negate the penalty :) )

The fact that their spell-like abilities improve with level is also a little odd... You typically don't have a race improve as it levels up. (It makes ECL's tougher, as they get proportionally better at higher level.) The only exception I've seen to this is one you might want to incorporate: Spell resistance (curiously, for the same reason things don't normally scale: at higher level, SR 10 is virtually meaningless against most casters you face, making the ability worth less and the ECL less accurate). Luckily, this increase is an easy one to balance: One per level, as that's basically the rate at which your opponents' caster level checks are going to be increasing, too.

(Although I can't say it would totally hinder the race if you left it at SR 10... Especially considering it's pretty common, if I recall correctly, for drow to take a handful of spell-caster levels, meaning that their caster level checks might be low enough even when they themselves are of appropriate CR.)
 

Bean 2.0 said:
1st how can their hyper sensitive noses and ears make them easier to hit or dodge they should probably get a penalty on saves not attack and AC, 2nd also really think about giving them sunlight sensitivity like the drow, 3rd if they cast spell-like abilities as a sorcerer and their favored class is sorcerer why do they have a bonus to intelligence but a penalty to charisma, 4th what do they mean by "fluff"?

Just a quick comment...if they are blind, how can they be Sensitive to Sunlight?

Alos, they are sensitive to light in their own way.

"· Sensitive skin. White Elves that are exposed to the sun for more than an hour must make a Fort save or suffer a –3 to attacks due to the skin blistering. After more exposure, a White Elf must make another Fort Save for each hour exposed. Failure means that the White Elf suffers 1d6 points of damage until either the White Elf covers up or dies."
 

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