Ferrum Corona/Haltiat: Difference between revisions
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** Daryn Half-elven | ** Daryn Half-elven | ||
*[[Ferrum Corona/Elves/Names|Elven names]] | |||
== Elf Statbox == | == Elf Statbox == | ||
*Average Height: 5' 4" - 6'0" | *Average Height: 5' 4" - 6'0" |
Revision as of 06:20, 7 October 2008
- Elves
- Elves live under constant siege and warfare from the goblins. Their war has lasted since the Goblin Wars, and most of their forest nation of Ael Thayr is under goblin occupation
- Their only remaining fortress, hidden city of Mor Khani holds all the remaining elves, some 2000 individuals.
- Elven warriors fight with guerilla tactics and with their animal companions.
- Most of the elves have some animal companion as their partner. This relationship is from ancient pact with the elves and the Emú, elder spirits of the animals.
- Elves worship Melor, god of wilderness
- Elder elves (eladrin)
- Elder elves are the leaders of the elven race
- Elder elves consists of 10% of elven population
- Known elves
- King Garan'dil
- Princess Li'ara
- Daryn Half-elven
Elf Statbox
- Average Height: 5' 4" - 6'0"
- Average Weight: 130 - 170
- Ability scores: +2 Dexterity, +2 Wisdom
- Size: Medium
- Speed: 7 squares.
- Vision: Low-Light
- Languages: Common, Elven
- Skill Bonuses: +2 Nature, +2 Perception.
- Elven Accuracy: You can use elven accuracy as an encounter power.
- Elven Weapon Proficiency: You gain proficiency with the longbow and the shortbow.
- Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate *to creature origin.
- Group Awareness: You grant non-elf allies within 5 squares of you a +1 bonus to Perception checks.
- Wild Step: You ignore difficult terrain when you shift (even if you have a power that allows you to shift multiple squares).
Elder elf Statbox
- Average Height: 5' 5" - 6'1"
- Average Weight: 130 - 180
- Ability scores: +2 Dexterity, +2 Intelligence
- Size: Medium
- Speed: 6 squares.
- Vision: Low-Light
- Languages: Common, Elven
- Skill Bonuses: +2 Arcana, +2 History.
- Eladrin Education: You gain training in one additional skill selected from the skill list in Chapter 5.
- Eladrin Weapon Proficiency: You gain proficiency with the longsword.
- Eladrin Will: You gain a +1 racial bonus to your Will defense.
- In addition, you gain a +5 racial bonus to saving throws against charm effects.
- Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
- Fey Step: You can use fey step as an encounter power.
- Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.