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Of all the elves they are the only ones that are inherently evil and hate their cousins with an undying passion.
They are smaller than their cousins, both shorter and thinner. In addition, their skin resembles polished obsidian, and their hair is snow-white or silver.
Their eyes are almost inevitably red, gleaming with the hatred for their surface dwelling cousins. In 4th edition, the drow are a separate race rather than an elf subrace. These former Drow now live on the surface in the city of hope. They have brown skin and black hair and have been cleansed of all drow traits. They are protected once again by Corellon Larethian.
Lythari Ly-Tel'Quessir The lythari are a subrace of elves who can transform into wolves. Unlike most werewolves , they can transform at will and keep their minds while in wolf form. They typically have fair skin and hair that runs in hues from silver-white to black or blue.
While human style hair colors are rare, eye color can be remarkably similar, with colors ranging from blue to green. In 4th edition, moon elves are eladrin.
They have recently considered returning due to increasing threats by the alien nilshai. With bronze colored skin; gold, black, or green eyes; and gold, blond, black, or rarely red hair, they are also called gold elves. Sun elves are less physically fit, but more intellectually advanced, than their counterparts. Sun elves are the primary practitioners of elven High Magic, and are among the greatest magic-users of Toril, both arcane and divine. In 4th edition, sun elves are eladrin.
Their skin tends to be brown and they have similar colored hair which lightens with age. In 4th edition, wild elves are elves. They place more emphasis on strength than learning. Wood elves are considered by other elven subraces particularly the austere sun elves to be boisterous and hedonistic. They have a zest for life and pleasure. They slowly formed for centuries from some of the other elven subraces after the last Crown War. They see their realms as the natural successors to past nations such as Eaerlann and Cormanthyr.
In 4th edition, wood elves are elves. They tend to work together, feeling that they cannot trust anyone except other half-elves. Some of these communities accept other halfbreeds, such as half-orc, half-ogres, half-dwarves, and the rare half-dragon.
Although they are welcome, they are rarely given positions of authority. Although the types of societies are varied, there are a few common ones. Council: These half-elves choose or appoint a council elder or members to make the important decisions of their lives. Council leaders are usually older and wiser than the rest of the community. These societies tend to be Good or Neutral in alignment. Outlaw: This type of society is composed of outlaws.
They can be either true criminals or accused criminals. Either way, they do not trust one another. They are together for the protection of a large group and that is it.
A few rare ones actually try to impose order. These communities are often Neutral to Evil. Gypsy: This is rather common among half-elves. They feel a kinship with one another and enjoy interacting with the rest of the world. Some feel this is the only way to be accepted.
These communities can be of any alignment, but tend to be Neutral. Confederacy: This society is confusing for most non-half-breeds.
These half-elves try to represent each of the subraces with a council that has members of each subrace present. Sometimes this seems to be the best type, except each council member gets one vote for every half-elf of the same stock. This can cuase problems with the races that are not represented well.
Theocracy: There are some societies that feel that their god will carry them through tough times. A common example are priests of Beleghir.
They form strong societies that care about, not only themselves, but the other races that live near them. Militocracy: Some half-elves feel that mercenary is the way to go. These societies train all their members on fighting techniques. This is often with weapons, but can include magic use as well.
This list is far from complete, and there are examples of magiocracies, autocracies, and even feudalism. Of course, the type of society will depend largely on the dominant subrace. The variations from this format and the other is minimal. To save time and space, I have chosen this format. For those using PO books, remember that the recommended proficiencies cost one less character point. For those not using the PO books or at least not this part.
I suggest that all recommended proficiencies cost the same number of slots if it is from another group. Not all kits are available to all characters. Read the descriptions carefully.
Consult the table at the beginning to see which kits are available to which classes. Note that some kits are not available to all the sub-races either, this is noted in the description of the kit. Assassin II Description: The assassin is a hired killer. Their targets are figures of importance, but sometimes they choose a lesser target to keep their skills sharp.
This particular type of assassin does not use poisons. Instead, he prefers to kill with his weapons. Usually this is done at a distance, but can also be done up close. The Lawful Neutral assassins would probably work for the government. All assassins must have a minimum 14 Dexterity and a minimum of 13 Intelligence. Weapon proficiencies: The assassin must choose one weapon to be specialized in.
This costs no character points either for the option to specialize, nor the actual specialization. He may become a master at the same level he would be allowed to specialize.
This weapon must be unusual, and can be one of the characters own design with the DMs approval. Equipment: Most assassins travel light, carrying only what they need. They usually have a safe house where they store everything else they own.
There is a list of assassin style weapons in the equipment chapter. The assassin also has the backstab ability equal to a thief 2 levels lower. Although the assassin does not have to belong to a guild, it is usually recommended.
Most guilds will offer a position within. Those who decline the offer are usually not given a second chance, they become the next target. The guild usually provides equipment based on the mission, and sometimes financial support as well. Hindrances: Being an assassin is a hindrance in and of itself.
If someone finds out your true profession, the sentence is usually death. All those who know of the assassins true profession, usually look down on him. This translates into a -4 reaction adjustment. The same guild that the assassin belongs to is also a hindrance. He cannot go against the wishes of the guild without serious consequences. From that point, he may charge whatever he feels he can get for his services. Bowslinger Description: A bowslinger is a half elven archer. The bowslinger sees archery as not only an art but also as a science.
Extremely proud of their skill, they practice methodically to maintain and expand their skills. Bowslingers are adept at the bow and know it.
They take great pleasure in teaching those not as good as them. They are polite when they win a competition. They will download the loser a drink and point out why he lost.
Secretly, bowslingers thoroughly enjoy besting an elf. Bowslingers are extremely proud when it comes to archery. They feel that they must be the best archer of any area they visit.
Archery contest are frequent when a bowslinger visits a town or village for the first time. Opponents he has beaten are offered lessons. A bowslinger feels compelled to teach the opponent while he is staying in that particular village. This kit is barred to wizards and clerics but some specialty priests may be allowed at the DMs option.
Weapon proficiencies: The bowslinger begins play with proficiency in any type of bow. Equipment: Bow of choice. Bowslingers also used quivers that are larger and allow for extra arrows to be carried. Bowslinger usually carry a dagger and sometimes a shortsword.
Bow tabs and bracers to protect hands and arms from the drawn bowstring are usually carried.
Plus any other items that might prove beneficial. Bowslingers dress in well made clothes of local manufacture. Clothes are of earthen colors. Bowslingers usually wear hooded cloaks. Quivers are worn on the back on the outside of these. They rarely wear armor except when out adventuring. Even then most prefer to go without it and depend on their own agility or magical defense Bracers of Protection.
Fletchings are usually of brilliant plumage. Essentially, bowslingers scream that they are archers. They make little effort to hide their nature upon entering a settlement. In combat, they are mechanical. In combat situations, Bowslingers rarely use trick shots. Bowslingers gain the ability to detect magic bows or arrows.
Enchanted bows are discovered by touch and close examination. Arrows are also but a DM might wish to have the Bowslinger lay it across his bows and notch it up. Draw it back a bit to feel it out. Detecting magical bows and arrows takes 1d4 rounds of examination. A Bowslinger can observe another archer and estimate his or her level. If a Bowslinger spends at least 3 rounds observing another archer, he can deduce whether the archer is of a higher or lower level than he.
Bowslingers are able to estimate distances with little room for error. Hindrances: Bowslingers disapprove of other melee weapons. They would rather shoot their bows at point blank range within 30 feet. If pressed, they will use a short sword. Bowslingers do not have any prejudices against daggers.
In fact, it is their preferred weapon besides the bow. But they would prefer to feel the grip of the bow than put it down to take the dagger in hand. They may not be proficient in any melee weapon other than daggers, short swords, and quarterstaves. They may learn any ranged weapon however.
Bowslingers view the bow as a science as well as an art. They tend to think out their shots. Any Trick Shot or rapid series of shots require time to think out the shot. A Bowslinger is so sure of his own ability that he will not use enchanted arrows in competition or exhibition. He will not compete against anyone that wishes to do so.
In combat it is a different matter. Wealth: Standard Harber Description: Harbers are half elven merchants. Feeling out of place in both human and elven they choose the path of the traveling merchant. They use their knowledge of both of their parental bloodlines to deal commercially with both humans and elves.