Dungeons and Dragons Elves 3.5 PBP RPG

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Elves

  • +2 Dexterity, -2 Constitution.

  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.

  • Elf base land speed is 30 feet.

  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.

  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.

  • Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.

  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

  • Favored Class: Wizard. A multiclass elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.


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Because I like giving the opportunity for options, I'm going to allow for the purchase of "Dwarvencraft" gear in this place. The system for such items used by 3.5e doesn't really work in this edition, so I'm going with something else.

Basically, add 500 gp to the cost of the base item, and pick one of the following properties as appropriate. An additional 1000 gp will let you add a second property, but that is the maximum. These bonuses are not magical, and the items can be enchanted afterwards.

Weapons,
Balanced: add finesse property (Incompatible with heavy weapons)
Huge: add +2 damage and Heavy property (Negates finesse property, cannot be applied to Heavy weapon)
Hooks: +4 damage on critical hit
Unusual: weapon deals 2 types of damage (IE a morningstar dealing blunt and piercing)
Frightening: weapon confers advantage on Intimidation checks

Armor/shields,
Lightened: half weight
Agile: +1 to maximum Dexterity bonus to AC (Medium or heavy armor only)
Locking Joints: As bonus action, can self impose disadvantage on Dexterity saving throws in exchange for advantage on Strength saves. Another BA ends the effect. (Armor only)
Spikes: Can make an attack with the armor or shield for 1d4 piercing damage.

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NOTE: In the case of D&D, Wizards holds the copyright for its material. The versions most Players in our Community tend to use Dungeons & Dragons 2-3.5 although others may use higher versions.


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