Athasian Aelf

 

Species Name: Aelf, Aelfar, Aelfolk, Elf, Athasian Elf, Desert Elf

The Desert Elves are from Athas in the Shattered Reality Dimension, left behind after Takhisis' failed invasion of the Beyond Heroes reality. They have taken to Earth's deserts while they try to determine what to do with their lives.

Type: Humanoid

Physical Traits: The elves of Athas are lithe and tall. They are extremely muscular despite their lean stature. However, the years of exposure have taken a toll on their frames, leading to a weaker Constitution. Sun-baked, wind-carved features dominate the chiselled Elven faces. They are slender, lean, and generally in terrific physical condition. Their features are deeply etched into their weather-toughened faces, and their skin made rugged by the windblown sands and baking sun of the wilderness. Elves are also exceptionally fleet of foot. They possess a natural swiftness that enables them to cross great distances in as little as half the time required for other demihumans near their size. This speed, referred to as the elf run, also appears in the short sprints of combat.

Height: 6.5-7.5 ft

Weight: 100 lbs

Abilities: Years of conditioning have instilled within the elves the ability to run quickly over sandy and rocky terrain. Elves have a higher resistance to heat and cold. They remain unaffected in temperatures as high as 45 degrees Celsius or as low as 0 degrees. (This applies only to naturally caused temperatures; magical changes still affect elves as they do other races.) Additionally, something in their metabolism permits elves to overcome weak Constitutions and inhibit the effects of fatigue. In fact, elves are able to add their Constitution scores directly to their normal MR. This speed, coupled with natural manoeuvrability, leads elves to disdain the use of beasts as transportation. Such clumsy animals would inhibit the elves’ skill in moving across the land unseen. The elves’ cross-country movement and 60-foot infravision make them a continual threat to those travelling in the wild between city-states. Some Elves also have limited Psionic powers.

Mobility: Legs

Sensory Organs: Visual

Communication: Vocal

Reproduction: Sexual

INT: 3D6 +2, WIS: 3D6, STR: 3D6, DEX: 4D6, CON: 3D6 -2, CHA: 3D6, MR: 4D6, HPs: CON +D10

Orbit/Climate: See Athas

Feeding Habits: Omnivore

Lifespan: 1400 years

Technology: 2

Culture: Standard. Diversified mix of kind and evil people. Their music is that of wind through leaves, the howl of wolves, and the cries of birds. Their art in the form of tattoos is inspired by the ever changing cycle of seasons. To survive the harsh elements of the deserts, elves are forced to clad themselves in dark, protective clothing. Often, elves will stitch clan symbols throughout their clothes, though never on outerwear, such as cloaks. These articles are painted or weaved to better camouflage the elf within the desert terrain. The elves consider such distinctive garb part of their Elven culture, and are likely to continue wearing such attire even within the confines of weather resistant shelters.

Elves have lightning reflexes, making them dangerous opponents in battle. Their agility makes them more difficult to attack and gives them fantastic accuracy with thrown and missile weapons. Athasian elves are filled with a ferocious savagery that makes them brutal combatants. Unarmed and outnumbered, cornered elves can still be fearsome enemies. Athasian elves get their Armour Class from their shaped leather armour and their high Dexterity.

Elves share an intensely strong tribal unity that does not extend beyond tribal borders. Outlander elves are as much potential enemies as any other creature. With considerable effort, outsiders can gain acceptance by an individual or an entire tribe, but only through extensive service, sacrifice, and bravery. In much rarer instances, even such noble actions are not enough. Stories abound in taverns that tell of tribal leaders who mandate self-inflicted wounds, such as dagger-drawn tattoos or hot-iron brands. The chance for this earned confidence does not increase because the newcomer is an elf. Since they have spent most of their lives outdoors, Athasian elves do not receive a bonus to locate secret, concealed, or otherwise hidden doors.

Most elves make a respectable living as herders, but a few choose the lucrative profession of merchant or the more dangerous raiding and thieving. The elf is well-equipped for either job because he is versatile at communication, is well-versed in a variety of landscapes, and is able to move much cargo across vast territories in a short time.

When hunting and fighting, elves prefer long, slender weapons such as long swords and pole weapons. Quick and sharp wins the battle. This philosophy pervades all that makes up Elven battle tactics, and no elf will select a cumbersome weapon with which to fight. Elves prefer bare hands over war hammers. Most Elven weapons inflict D6 points of damage, though the type of materials used in construction have some effect on the damage. Another Elven philosophy maintains that elves can only gain mastery with specific weapons, not just general weapon types. Elves take great pride in the weapons they wield, spending hours becoming familiar with them and practicing with them. In fact, when using a long sword or long bow crafted by a member of their native tribe, elves receive a +1 bonus to their attack roll. When in their natural terrain, the deserts and steppes of Athas, elves are especially hard to detect. Quite comfortable in their normal surrounding, elves are able to use their colouring, terrain knowledge, and physique to blend with the environment. Such abilities give the targets of an Elven ambush a -4 to their surprise roll (except when ambushing other elves). Elves often take advantage of this knowledge, observing travellers for hours before springing an ambush. But these abilities do not work in reverse. Elves are surprised, even in their home territories, as easily as any other group.

Elves typically dress to survive in the desert environment. Even when at an oases or in the cities, elves tend to prefer their native garb, designed to wrap the wearer against the brutality of the elements. Elves are all brethren within their own tribe, but regard all outsiders as potential enemies. There is no racial unity among the elves-an elf from outside the tribe is just as much a foe as a human, halfling, or thri-kreen. Acceptance of an outsider by an individual elf can be achieved, but trust will only develop over time. Acceptance of an outsider by an entire tribe is
also possible, but rare. It is usually only awarded after some great sacrifice has been made on behalf of the tribe-many outsiders have been accepted posthumously into Elven desert tribes. Individually, tribal elves are swift, sure, and self-reliant in the extreme. An elf is conditioned to run quickly over sandy and rocky terrain, sometimes for days at a time -an elf warrior can cross better than 50 miles per day. An Elven war party on the move is a deadly force of endurance and manoeuvrability. Elves use no beasts of burden for personal transportation, though they do sometimes engage kanks and similar creatures for baggage or raw materials transport. It is dishonourable among elves to ride on an animal unless wounded and near death-even pregnant women and old elves are expected to keep up with the tribe or be left behind.

While most Elven tribes make their living through herding, some have turned to commerce and others to raiding. Elven traders are rightly considered the most capable on Athas. Not only can they barter and deal with a variety of races, they can move and protect their goods across the vast wilderness. Elven culture, while savage, is also very rich and diverse. A player character elf can be from a wild, tribal background or from a city state upbringing-there
are many elves that have settled in the cities as bazaar vendors, and still many more that have been dragged there in chains.

Government: Tribal

Population: 9,648,000 on Athas; 23,000 on Earth

 

Creating a Desert Elf character

Step 1: Age
Determine your character's age. If older than 100 you need to determine which years you have been present in.
01-20 100 xD10 years
21-40 100 x2D10 years
41-60 100 x4D10 years
61-75 100 x6D10 years
76-90 100 x8D10 years
91-00 100 x10D10 years
Next decide what you have been doing. Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?
Step 2: Attributes
Roll attributes as normal but INT and MR +D6, DEX +2, and CON -2. Mana = INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep. Mana can however be permanently traded for HPs at a rate of 1 for 1. Hit points = CON +10, +10 per level.
Step 3: Skills

Choose skills in the normal manner according to the character's class. Then for every 100 years alive select 1 additional skill.

Step 4: Abilities

All Elves gain all the following free;

Heat Resistance - The character gains a +2 racial bonus on saving throws against heat damage and heat effects. He can also exist comfortably in conditions up to 45°C without having to make a CON save.

Psionics - The character can choose to spend any amount of his points on buying Mental Manipulation powers. He can only have one power per level. However he can buy multiple powers, he just cant use them until he has gone up enough levels.

Additionally Elves start with 35 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Additional Resistance 5 An additional +2 racial bonus on saving throws against heat damage and heat effects.
Animal Empathy 5 Elves can establish telepathic communication with any normal or giant animal within line of sight if he does nothing else in the round. The animal must have a minimum INT of 1. This has the following benefits:
He can communicate to the creature that he desires its friendship. If the offer is sincere (and the animal will be able to sense if it isn't), the creature can be calmed and will not attack or flee unless it is attacked. It will answer any of his questions.

Further he can then recruit this animal as an ally. Once he does so he permanently psionically links with the animal turning it into a familiar. At any point he may see through the familiar's eyes, smell through its nose, hear with its ears, taste with its mouth or link with any of its other senses (including supernatural ones). The two are always in constant telepathic contact.

Natural Mana 10 +10 Mana at levels 3, 6, 9, 12, 15, and 18.
Natural Chameleon 5 Using this ability the Elf can blend into and render himself nearly invisible in desert terrain. When hiding he can conceal himself from attackers and eavesdrop on his enemies. He can hide near a well travelled road and secretly observe passersby, or conceal himself near an enemy campsite waiting for an opportune moment to steal their supplies. 

He may also move with a minimum of sound, almost as if he's walking on air. Even creatures with the sharpest ears are no more likely to detect his presence than they are to hear a feather drop. The ability works equally well in icy mountains, heavily wooded forests, or any other type of wilderness terrain. This goes well beyond the stealth skill raising it to a supernatural level and preventing any non magical detection.

Nature Heal 5 Whenever in a desert area the Elf can heal at phenomenal rates. He must concentrate for 1 minute uninterrupted to perform the following healing; restore 1 HP per INT, +1 per level per 10 minutes; reduce the damage and duration of drugs, toxins and poisons by 4% per INT, +1% per level and gives +1 to save per 4 INT; negate all pain for 1 minute per INT, +1 minute per level; or stabilize his condition (stops bleeding, binds wounds, etc.) for 15 minutes per level.
Nature Survival 5 Due to an Elf's extensive experience and training in the desert they gain +1 to any physical, combat and survival rolls made while within that environment. Each time this ability is rebought he may take an additional +1 with their terrain.
Nightvision 5 The character can see in absolute darkness at a distance equal to his normal sight.
Run 5 Elves are exceptionally fleet of foot. They possess a natural swiftness that enables them to cross great distances in as little as half the time required for other demihumans near their size. This speed, referred to as the elf run, also appears in the short sprints of combat. For one hour per CON per day the Elf can run at twice their normal MR.
Willpower Bonus 10 +1 Willpower save at levels 1, 4, 8, 12, 14, 16 and 20.
Witch Sight 5 The character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility. This also includes the ability to detect whether it is magical, and whether it is harmful or helpful.
Step 5: Classes

Any, Blade Dancer is the only exclusive Elf class.

 

 

Races