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Mist Elves
Matthew Sprange, Paul Cockburn, Brett Boyd andAlejandro Melchor
Contents
Introduction 3
Credits
Editor
Ian Barstow
Mist Elf Characteristics 4
Society of the Mist Elves 6
Line Developer
Paul Tucker
Craftsmanship 15
Cover Art
Anthea Dilly
Magic of the Mist 17
Masters of the Daoine 23
Interior Illustrations
Chad Sergesketter, Brent Chumley,
Drew Langston, Marcio Fiorito,
Renato Guedes, Reynaldo Batista,
Stephen Shepherd, Steven Cook,
Andrew Jordan
Cairns 31
Licences 36
Production Manager
Alexander Fennell
Proof-Reading
Ted Chang
Open Game Content & Copyright Information
Mist Elves is ©2003 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means
without the written permission of the publisher is expressly forbidden. Mist Elves is presented under the Open Game and D20 Licences.
See pages 35 and 36 for the text of these licences. All text paragraphs and tables containing game mechanics and statistics derivative of
Open Game Content and the System Reference Document are considered to be Open Game Content. All other signiicant characters,
names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have any questions on
the Open Game Content of this product please contact Mongoose Publishing. ‘d20 System’ and the ‘d20 System’ logo are Trademarks
owned by Wizards of the Coast and are used according to the terms of the d20 System Licence version 3.0. A copy of this Licence can
be found at www.wizards.com. The mention of or reference to any company or product in these pages is not a challenge to the trademark
or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the Coast, and are
used with Permission.
Mongoose Publishing
Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom
info@mongoosepublishing.com
Visit the Mongoose Publishing website at www.mongoosepublishing.com for regular updates.
For answers to any of your rules queries contact rulesmasters@mongoosepublishing.com
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INTRODUCTION
M ist elves call themselves ‘the daoine’ and,
So, be prepared to take as little or as much as you wish
from this supplement. It could be used to shake an
entire gaming world to its roots as the elves discover
just where their roots lie, or it could simply be used
as a one-off by a player looking for a character who is
just a little bit different. The choice is yours. . .
like grey and wild elves, point to themselves
as the true irst elves. They are a mystery
even to their brethren, combining the arts and traits of
most of the sub-races to lend credence to their claims
about their origin. Describing themselves as warrior-
poets, the daoine are proud and passionate, but there is
an almost imperceptible jaded edge to them, as if they
were as old as they claim and know that the Age of Elf
is soon to give way to the Age of Man. They pursue
knowledge with the determination of a grey elf, enjoy
song and dance with the abandon of a high elf, ponder
their own nature with the depth of a sea elf and respect
nature and privacy with the zeal of wood and wild
elves. Yet they can also be as sinister as drow.
This supplement for d20 fantasy games adds an
entirely new sub-race to campaigns. Mist elves
are a rare and enigmatic race with many inherent
differences to their more common kin. Games
Masters can use the information provided here to
introduce their players to an ancient line of elves
they have never before encountered. Alternatively,
players may use this supplement to create entirely new
characters with a different view on the fantasy world
which they inhabit – far more exciting than playing
‘yet another elf’!
Great care has been taken to ensure that mist elves
may be introduced into any campaign with the
minimum of friction and work for the Games Master.
Though this race has existed for millennia, no one is
quite sure of their origins, nor what their relationship
to other elves may be – despite what the mist elves
themselves believe. Thus, this race is suited perfectly
to being scattered across an entire continent, with few
places of power and most members not fully aware
of their heritage. You might imagine a single mist
elf alone in a city, believing he is a normal elf with
perhaps a hint of drow blood that serves to separate
himself from his kin. It may be many years before
he meets another daoine and discovers just who
he is. Alternatively, the Games Master can use the
idea of cairns to create a mist elf outpost in some
far off land the players have yet to travel to. There
are many adventures (not to say rewards) to be had
in discovering an entirely new elven race – think of
the glories possessed by such a civilisation that has
remained separated and apart from the rest of the
world for thousands of years. Why, there could be an
entire campaign in that!
3
Introduction
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MIST ELF CHARACTERISTICS
choose a king or queen from their most
able ighters. The monarch is advised by a
Master of Lore, usually a high-level bard; a Master of
Mysteries, usually a wizard or sorcerer, and a Master
of Faith, usually a druid but possibly a cleric instead.
Below them, ranks and hierarchy blur as respect
is awarded by feats of war, skill and wits in equal
measure. Daoine nobles are indistinguishable from
their subjects, as they must prove they are it to rule
while complying with the wishes of the monarch.
Physical Description: Under poor lighting
conditions, a mist elf could be confused with a human,
as their frames are taller and broader than those of
other elves. Even their ears are not as pointed and
their faces not as angular. Grey elves declare this to
be a sign of their blood’s corruption but the daoine
answer with a formal challenge to hand-to-hand
combat, which tends to silence the offender quickly.
They dress in vivid greens and blues, favouring short
tunics and capes that tie at one shoulder. Warriors
and sorcerers practice ritual scarring over their arms
which, with war paint gives them a ferocious aspect
when charging into combat. Their blood remains the
most potent among the elves, and they can live even
longer than grey elves.
Tales and poetry are the backbone of the mist elves’
culture, with legends about heroes and wars taking
precedence above all others. They value talent and
potential as much as accomplishments, and strive to
meet that potential throughout their long lives. The
daoine love riddles, believing their own existence to
be the greatest riddle of all. This passion for enigmas
brings them closer to the dark things of the world,
where other elves fear to tread but the daoine step
forth undaunted by the warnings, and many have lost
their lives and souls in this pursuit. The rest of the
mist elves mourn these fallen brethren and thank them
for the course they paved that others might learn from
their mistakes.
Relations: The lack of contact with the daoine is
more a result of their rarity than of their hospitality.
The doors to their cairns are open to anyone who can
ind them, for they are hidden by enchantments that
test all the virtues the mist elves value. They are close
friends to humans and dwarves, and gracious hosts
to hallings and gnomes. The daoine enjoy annoying
grey elves, while sharing songs and art with high
elves. They maintain a respectful distance from wild
and wood elves, though they will never turn their kin
away. Rumours abound that they even accept drow as
guests but no one has found deinite proof of this.
Alignment: Mist elves enjoy their freedom and chase
after their own dreams with abandon, believing in the
strength of the individual, much like the chaos the
high elves follow. They hold the banner of good in
their belief that material and spiritual wealth should
be shared with those less fortunate, and that the weak
deserve protection by the strong.
Mist elves are few, and fewer children are born each
successive decade. This has forced them to adopt
half-elves more closely than any other sub-race,
considering them full members of daoine society
and allowed to marry pureblooded mist elves. Their
blood is thinning because of this, but they trust that
the strength of their heritage will last until they ind a
solution.
Mist Elf Lands: The daoine used to live in forests
like high elves but their diminishing numbers have
forced them to seek homes easier to defend. They
now live in cairns built under hills, close to the surface
but still hidden from view. Daoine hills are further
protected by enchantments that confuse uninvited
guests. If the potential intruder actively searches for
the entrance to a cairn, the magical barrier will provide
three tests: one of strength, one of skill and the last of
wisdom. He will receive a warm welcome if he passes
all three but may die if he fails.
Player Character Information
Mist elf characters have the following characteristics:
Personality: The daoine’s eyes burn with purpose
and determination, and they tackle any challenge they
meet with the same energy and enthusiasm. Their
bravado hides some sadness that expresses itself when
the elf gets drunk or just awakens from trance. A mist
elf knows his people have their days counted, and the
only thing to do is enjoy the centuries they have left.
Religion: Mist elves’ faith does not differ much from
that of high elves, with the exception that they hold the
fey in high regard as unwitting divine messengers and
the gods’ true irstborn.
4
Mist Elf
Characteristics
M ist elves are a mystical warrior race, and
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MIST ELF CHARACTERISTICS
Language: The elven spoken in daoine halls is a
bit simpler and more concise than the normal elven
tongue, but their bards and magicians can work
miracles of literacy and poetry with these words.
v +2 racial bonus on Listen, Search and Spot
checks. A mist elf is entitled to a Search check
if he merely passes within 5 feet of a secret or
concealed door.
v Spell-like Abilities: 1/day- detect magic , read
magic . These abilities are as spells cast by a
sorcerer of the mist elf’s character level.
v Automatic Languages: Common and Elven.
Bonus Languages: Draconic, Gnome, Goblin,
Orc, Sylvan and Undercommon.
v Favoured Class: Bard. A multiclass mist elf’s
bard class does not count when determining
whether he takes an experience point penalty for
multiclassing.
Adventurers: Daoine become adventurers as part
of their quest for fulilment. They join any party that
follows their ideals and do their best to become an
indispensable part of the group. Mist elves often fall
in love with humans during these journeys, and do
their best to take them to their cairn to meet the rest of
their clan.
Racial Traits
Mist elves have the following traits.
v -2 Strength, +2 Dexterity, -2 Constitution, +2
Wisdom, +2 Charisma. Though physically weak,
mist elves are incredibly agile and have a vast
amount of experience and teachings upon which
to draw.
v Mist elf base land speed is 30 feet.
v Mist elves’ protection against magical effects is
far more wide-ranging than that of other elves.
Mist elves gain Spell Resistance equal to 1 + their
character level.
v Darkvision: Mist elves can see in the dark up to
60 feet. Darkvision is black and white only, but it
is otherwise like normal sight, and mist elves can
function just ine with no light at all.
v Weapon Proiciency: Mist elves receive the
Martial Weapon Proiciency feats for the
longsword, longbow and shortbow (including
composite variants). They are as well versed with
these weapons as their kin.
Ageing Effects
Adulthood Middle Age Old Venerable Maximum Age
140
years
345
years
460
years
+5d% years
Random Height and Weight (male / female)
Sub-race Base Height Height
Modiier
Base Weight Weight
Modiier
Mist elf 4 ft. 10 in. /
4 ft. 5 in.
+2d8 100 lb. /
95 lb.
x (2d4)
lb.
5
230
years
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