Ok, here is what I came up as the adjusted White Elf with all of your suggestions. I have tinkered with most of them, but I kept the idea of sensitive skin with a new way to determine the outcome. The damage is subdual and there is a chance to survive even if overexposed. Tell me what you guys think, thanks for all the input!
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. These abilities are as the spells cast by a wizard of the White Elves character level.
· Spell resistance: White Elves receive a +2 bonus for all saves vs. Drow magic (divine and arcane). Against all other magic, the White Elf does not receive the bonus.
· Sensitive skin: White Elves that are exposed to the sun without proper protection (layer of clothing, cloak, etc) for more than an hour must make a Fort save (DC 10) or suffer a –2 to all rolls to the skin blistering. For every round after the save, the White Elf takes 1d6 subdual damage until either they cover up or reach 0 hps. If the White Elf reaches 0 hps, they must make another Fort save (DC10 + rounds exposed). Success means character survived, failure means death
- Automatic Languages: Elvish and Undercommon. Bonus Languages: Bugbear, Dwarven, Goblin, Illithid, Kuo-toa, Orcish, Sign Language and Svirfneblin.
· Favored Class: Wizard. A multi-classed White Elf’s wizard 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 Blindsight, 10 ft. radius.
· Proficient with either longsword or rapier.
· Spell-like abilities: White Elves can cast once per day at 1st level, Darkness, Light and Spider Climb. These abilities are as the spells cast by a wizard of the White Elves character level.
· Spell resistance: White Elves receive a +2 bonus for all saves vs. Drow magic (divine and arcane). Against all other magic, the White Elf does not receive the bonus.
· Sensitive skin: White Elves that are exposed to the sun without proper protection (layer of clothing, cloak, etc) for more than an hour must make a Fort save (DC 10) or suffer a –2 to all rolls to the skin blistering. For every round after the save, the White Elf takes 1d6 subdual damage until either they cover up or reach 0 hps. If the White Elf reaches 0 hps, they must make another Fort save (DC10 + rounds exposed). Success means character survived, failure means death.
· -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: Wizard. A multi-classed White Elf’s wizard class does not count when determining whether they suffer experience penalty for multiclassing.
· ECL: Blind White Elves – 2