Difference between revisions of "Deep Elf"
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==Preferred Backgrounds== | ==Preferred Backgrounds== | ||
− | *'''Mages:''' [[Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]] | + | *'''Mages:''' [[Hedge Wizard]], [[Conjurer]], [[Summoner]], [[Necromancer]], [[Fire Elementalist]], [[Ice Elementalist]], [[Air Elementalist]], [[Earth Elementalist]], [[Venom Mage]] |
==Level Bonuses== | ==Level Bonuses== | ||
*+1 [[intelligence]] every 4th level. | *+1 [[intelligence]] every 4th level. | ||
*20% less [[hit points]] than average. | *20% less [[hit points]] than average. | ||
− | *+4 | + | *+4 [[willpower]] per level. |
==Starting Equipment and Skills== | ==Starting Equipment and Skills== |
Revision as of 05:32, 27 May 2021
This page deals with the player race; for those deep elves met as monsters, see List of deep elves.
This is an Elven species who long ago fled the overworld to live in darkness underground. There, they developed their mental powers, evolving a natural gift for all forms of magic (including necromancy and earth magic), and adapted physically to their new environment, becoming shorter, weaker, and losing all colouration. They are poor at melee combat and physical defense. |
Contents
Innate Abilities
Deep Elves have a base Strength of 5, Intelligence of 12 and Dexterity of 10 (before Background modifiers). They have two extra base magic points.
Preferred Backgrounds
- Mages: Hedge Wizard, Conjurer, Summoner, Necromancer, Fire Elementalist, Ice Elementalist, Air Elementalist, Earth Elementalist, Venom Mage
Level Bonuses
- +1 intelligence every 4th level.
- 20% less hit points than average.
- +4 willpower per level.
Starting Equipment and Skills
Deep Elves receive all the skills and equipment listed for their background.
Difficulty of Play
Simple • Intermediate • Advanced |
Deep Elves are a moderately difficult race to play, due to their low HP. Moreover, their low aptitudes in fighting and most weapons mean that becoming proficient in melee will require either higher experience investment or else a narrower selection of weaponry (e.g., staves). Despite these disadvantages, Deep Elves have by far the best overall aptitudes for magic, which complements their high intelligence.
Deep Elves have a surprisingly good Bows aptitude, which allows them to be decent Hunters or Arcane Marksmen.
Skill aptitudes
The higher the value, the better the aptitude.
Skill | Aptitude | Skill | Aptitude | Skill | Aptitude |
---|---|---|---|---|---|
Attack | Miscellaneous | Magic | |||
Fighting | -2 | Armour | -2 | Spellcasting | 3 |
Dodging | 2 | ||||
Maces & Flails | -3 | Shields | -2 | Conjurations | 1 |
Axes | -2 | Stealth | 3 | Hexes | 3 |
Polearms | -3 | Summonings | 1 | ||
Staves | 0 | Invocations | 1 | Necromancy | 2 |
Unarmed Combat | -2 | Evocations | 1 | Translocations | 1 |
Throwing | 0 | Shapeshifting | 0 | Alchemy | 1 |
Fire Magic | 1 | ||||
Short Blades | 0 | Ice Magic | 1 | ||
Long Blades | -1 | Air Magic | 1 | ||
Ranged Weapons | 3 | Experience | -1 | Earth Magic | 1 |
Strategy
Deep Elves are the masters of spellcasting. They make potent spellcasters in all schools of magic. Played with care, this magical ability can compensate for their physical fragility. Experienced players may also choose to play Deep Elves as Fighters for challenge games.
History
Species | |
---|---|
Simple | Mountain Dwarf • Minotaur • Merfolk • Gargoyle • Draconian • Troll • Deep Elf • Armataur • Gnoll |
Intermediate | Human • Kobold • Demonspawn • Djinni • Spriggan • Ghoul • Tengu • Oni • Barachi |
Advanced | Coglin • Vine Stalker • Vampire • Demigod • Formicid • Naga • Octopode • Felid • Mummy |