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Aquatic Elves

Aquatic elves, or sea elves, are an elven subrace that lives underwater near large reefs and permanent kelp forests. They tend to be quite flighty and capricious, even for elves. Sea elves have green-silver skin and green or blue-green hair. They tend to be of average build (for elves) and slightly shorter than normal. All aquatic elves have gills on the sides of their throats and can breath both underwater (indefinately) and in air. 80% of sea elves can only breathe air for a limited time (several hours); the other 20% may be breathe air indefinately. They have considerable webbing on their feet and hands, and their feet are flatter and wider (although not excessively so) than their land-dwelling cousins.

Sea elves may become clerics, druids, fighters, rangers, or thieves. Multi-classed sea elves may be fighter/clerics, fighter/druids, fighter/thieves, ranger/druids, or ranger/thieves, Non-player character sea elves may become sages (oracles).

All aquatic elves can swim at a base rate of 12. They are able to conceal themselves in kelp beds or reefs 75% of the time, and can move through seaweed and kelp beds with no movement penalty. As aquatic creatures, they suffer none of the penalties associated with depth or unfamiliar environment that land-dwelling races are susceptible to when travelling underwater. They possess infravision out to 60 yards.

Like most other elves, aquatic elves are highly resistant to sleep and charm, being affected by them only 10% of the time. When using a spear or trident, sea elves gain a +1 bonus to their attack rolls.

Sea elves may speak elvish, merman, triton, dolphin, common, and the trading language common to undersea races.

Due to their aquatic nature, no sea elf likes to be away from a large body of water for extended periods of time. Many suffer from versions of agoraphobia or claustrophobia. Most dislike being indoors, and generally detest dungeons.

Aquatic elves receive no ability modifiers.


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