Additional Elf Abilities
Gray elves, wood elves, wild elves, and dark elves have different special ability considerations than high elves. Though each one comes with a disadvantage, elves can attempt to resist it by saving vs. spell/ making a Will save DC 15. If successful, they can act as they wish in that situation, but will have to save again to resist acting that way when another such situation arises. For example, an elf rogue can save to resist being secretive even when not using his abilities, but must do so again to not be unnecessarily secretive in the future.
Gray Elves
1. Elf Mage: can cast spells as a 1st level magic-user, but can't wear armor or use shields. They must also cast at least 1d3 spells per day. See also Part IV for magical side-effects.
2. Elf Rogue: can use the abilities of a 1st level thief, but must be secretive even when not using them.
3. Elvish Items: pick one item they possess. It now confers either a permanent +4 bonus to hiding, a +4 bonus to moving silently, lasts 4 times longer (if expendable), or weighs 50% less. If destroyed, the elf may use this ability once again to create a new elvish item, limiting the number that can be in existence at one time. If stolen, the elf will become obsessed with recovering it.
4. Elvish Mariner: gain a +2d3 bonus whenever making checks involving swimming, sailing, or when simply being around a large body of water. Will suffer a set -2d3 penalty to all rolls each day that they don't see the sea or some other large body of water though.
4. Elvish Mariner: gain a +2d3 bonus whenever making checks involving swimming, sailing, or when simply being around a large body of water. Will suffer a set -2d3 penalty to all rolls each day that they don't see the sea or some other large body of water though.
5. Elf Nymph: If female, gain general nymph traits, plus one nymph ability for every time this ability is selected (link). Are subject to a nymph's disposition though.
Wood Elves
1. Elf Druid: gain the magical abilities of a 1st level druid, but will only eat natural food (preferably prepared by elves). See also Part IV for magical side-effects.
2. Elf Ranger: gain a +1 bonus to all rolls made vs. orcs and goblinoids. Also gain a +2 bonus to any rolls made when in a terrain type of their choice (typically forests), but must be hostile to any who fail to give such places the utmost respect.
3. Hidden in the Wood: gain a +2d4 bonus when attempting to conceal themselves and move silently in sylvan settings, +1d4 when in other natural places too. Can also move through woodland terrain with 50% less impediment and chance of negative encounter., but also suffer a -2d4 penalty to all rolls when in populated areas.
4. Nature Friend: can speak with and gain a +2d4 bonus to befriend either animals, sentient plants, or other nature beings (pick an additional one each time this ability is selected). Also suffer a -1d10 to reaction rolls when dealing with civilized types, especially humans.
Wild Elves
1. Atavistic: gain one satyr aspect (horns, goat legs, or horse legs), but also the race's disposition at 1/2 the intensity (link).
2. Elf Hunter: gain a +1d3 bonus to hit and damage when first attacking an unaware foe, in addition to any other bonuses. Also gain a +2d4 bonus to rolls made to surprise or to evade ambush, but will not trust outsiders.
3. Elf Savage: can use a 1st level barbarian ability of their choice, see Totems for suggestions (link). Also lose 1d3 Intelligence though.
4. Elf Shaman: gain the spellcasting abilities of a 1st level shaman, but can't wear armor or use shields. They must also destroy any mechanical things they find. See Totems for suggestions and Part IV for magical side-effects.
Dark Elves
1. Black Elf: can cause a target within sight to save vs. death/ make a Will save DC 10 or gain a random illness, typically causing 1d3 Constitution loss per day until cured. Usable 3 times per day, but they must let the victim know who did it!
2. Dark Sight: can see in the dark, but suffer a -1d3 penalty to all rolls when in brightly lit areas.
3. Elf Reaver: gain a +1 attack and damage bonus with one of their melee weapons of their choice, but will even betray allies at the earliest opportunity.
4. Elf Witch: can cast spells as a 1st level magic-user, but can't wear armor or use shields. They must also roll on the Elf Witch requirement table- see Part IV. Also prone to spontaneous cackling and cruelty, making their presence obvious.
Half-Elves
Treat as a human character except that they gain one randomly determined elf ability. In return, they take a 10% experience penalty.
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Next week: Elves, Part III!