by Psistrike » Fri Mar 23, 2007 7:22 pm
"For the first few centuries of my existance, only the flora and fauna which naturally existed here were my company. No sapients beings lived within the dimension which I exist as. Til finally I sensed some travellers in need. A world being ravaged by creatures known as desiccators, creatures of living water who survived by absorbing moisture from anything they could. The other sapient races had already fleed their world, yet the being who would come to be known as elves had only their magic. Attempting to escape across the dimensional barriers, I aided them and directed their portal to a massive forest within me.
Safe, they began to adapt to their new surroundings, til finally some of the younger generation began branching out. They began to use their magical talents to adapt their forms to new enviroments, from those who chose to live in or near the water, to those who went deeper into the forest and even into the caverns which exist beneath the surface. Many others began to live in small towns and cities like the other races from their home world, while others adapted their forms to be more like the plants which they lived among. Ages have pasted now and the elf races have become diverse and many, still holding onto their heritage while others have changed completely."
Short history of the elves as by The Realm
Elf race template
Elves in general are a humanoid race, with sharp angular freatures, long pointed ears and slender builds. They tend to be around 6" shorter than humans and range from around 4'6" to 5'6" feet on average. Graceful but frail, they tend to rely on their agility to avoid attacks. Skin color can range from pale-skinned to ebony black, depending on where they live. Most are dark haired but those who live underground tend to have white hair. Most elves have no facial or body hair and their eyes can be almost any shade, even purple. Their skills vary based on where they were raised and what they were taught, from swordsmanship and archery, to herbology, magical theory and crafting and anything in between.
Some have greenish skin, hair, etc. or even barklike skin, due to their ancestors experimenting with magic to become more like plants.
Abilities: +2 Dexterity, -2 Constitution
Skills: Concentration 4, Language [Base: Elvish; English], Notice 3
Feats: Low-Light Vision, Second Chance [vs. mind control], Trance, Ultra-Hearing
Powers: Immunity 2 [Innate; aging, disease [half-effect only], sleep [half-effect only, use 4 hours in Trance in place of sleep],
Cost: 9 power points
Notes: The above is the base abilities of any elf, no matter where they live or what culture they are from. Some sub-races of elves are below, they have all of the above listed abilities in addition to any for their seperate template unless noted otherwise.
Optional traits: Here are some of the more common optional traits known to exist among the elven races, both due to past magical experimentation and the cultures they live in.
*Optional feats, skills and abilities for forest dwelling elves: Search 4, Survival 4; Cat's Feet, Eagle's Eyes, Precise Shot, Track; Super-Movement 2 [Sure-footed, Trackless]
*Optional feats, skills and abilities for town dwelling elves: One Craft or Profession skill of choice at rank 4, one Knowledge skill of choice at rank 4; Direction Sense, Equipment
*Optional feats, skills and abilities for elves with some plant-like traits: Stealth 4, Survival 4; Endurance, Hide in Plain Sight, Iron Stomach, Plant Empathy, Powerhouse, Rapid Healer, Track; Comprehend [Plants] 2, Concealment 1 [normal sight; Limited [among plants], up to 3 ranks of Elongation as controllable vines, up to 6 ranks of Immovable as rooting, various Immunities, any number of ranks of Plant Control, up to 5 ranks of Protection as bark-like skin, up to 6 ranks of Strike with Mighty as thorns, Super-Movement [Sure-Footed and Trackless] both limited to in forest, and up to 8 ranks of Super-Strength.
Aquatic elf template
These elves are much different from most elves in appearance and where they live. They tend to live in lakes and oceans, or at least near such place. Their skin color ranges from light blue to sea blue-green, their eyes always a shade of blue or green and their hair the same. Clothes for them is normally made of weaved seaweed or other natural fibers. They have adapted over eons to their environment and it a part of them now.
Abilities: Remove -2 to Constitution, add +2 Strength
Skills Handle Animal 2, Language [Add Aquan [basic underwater language]], Survival 3, Swim 6
Feats: Animal Empathy, Environmental Adaptation [underwater], Favored Environment 2 [underwater], Second Chance [vs. water-based attacks/powers], Uncanny Dodge [temorsense]
Powers: Comprehend 2 [animals; sea creatures only], Immunity 6 [add breathe normally underwater and immunity to cold and high pressure], Super-Senses 9 [add Blindsight [auditory], Tremorsense [underwater only] and Ultravision], Super-Strength 1, Swimming 5
Cost: 41 power points
Shadow elf template
These elves live in dark forest with almost no light or in underground caverns in towns they build. Almost all are ebony black to light black for skin color with white hair. Most have purple eyes adapted to true darkness and are more magical in nature than other elves [except for the rune elves]. The powerful magics used to adapt to their home environment over eons are still is susceptible to anti-magic techniques.
Abilities: +2 Intelligence
Skills: Acrobatics 4, Climb 4, Survival 4
Feats: Uncanny Dodge [auditory]
Powers: Super-Movement 1 [Sure-Footed], Super-Senses 2 [Drop Low-Light Vision feat, Replace with Darkvision], Telepathy 4 ["magical mindpower"]
Cost: 26 power points
Rune elf template
Rune elves appear like any other elf except for two major differences. They all have runes covering most of their body [except their face} and their eyes have a minor blue glow to them. They love to wear intricate clothing with unique designs on them and wear jewelry with runes on them. They are the least likely of elves to live in any other than villages and towns. Rune elves are trained by other rune elves, as they aren't born but made. After a year's time training in a rune elf village learning about being a rune elf and the magic inherit in their runes, they undergo a final ritual. With the aid of the other rune elves, they have various runic symbols of power placed on their body, only leaving the face untouched. Virtually any power or feat can be explained as coming from a rune tattoo.
Abilities: -2 Strength, +4 Intelligence
Skills: Concentration +4 ranks, Craft [artistic] 4, Knowledge [arcane lore] 3, Knowledge [runes] 4, Language [Ancient Elvish Runes]
Feats: Artificer, Benefit [Use Intelligence bonus for Will Saves], Eidetic Memory, Second Chance [save vs. rune descriptor], Ultimate Effort [Craft [artistic], Uncanny Dodge [magical]
Powers: Magic 6 [rune magic, Base Power: Telepathy; Choose 3 Power Feats; Check required [Knowledge [runes], Mind Shield 2, Quickness 6 [Artificer design/rune design only [-2]], Super-Senses 3 [Add Magical Awareness [mental]]
Drawbacks: Noticeable [Mind Shield, runes on body glow when active; -1pp], Vulnerable [moderate, Nullify [Magic], all rune elf powers including Magic; -4pp]
Cost: 35 power points
Last edited by
Psistrike on Thu Aug 06, 2009 6:33 pm, edited 3 times in total.