Where Can I Find a Wood Elf in Skyrim

Elf click to see monster

Elf, 1st-Level Warrior Drow, 1st-Level Warrior
Size/Type: Medium Humanoid (Elf) Medium Humanoid (Elf)
Hitting Dice: 1d8 (4 hp) 1d8 (iv hp)
Initiative: +one +1
Speed: 30 ft. (half-dozen squares) xxx ft. (6 squares)
Armor Class: xv (+1 Dex, +3 studded leather, +1 lite shield), touch 11, flat-footed 14 16 (+1 Dex, +4 chain shirt, +i low-cal shield), touch 11, apartment-footed 15
Base of operations Attack/Grapple: +1/+ii +1/+2
Assail: Longsword +2 melee (1d8+1/19-twenty) or longbow +3 ranged (1d8/×3) Rapier +3 melee (1d6+1/18-20) or manus crossbow +2 ranged (1d4/19-20)
Full Attack: Longsword +two melee(1d8+1/19-20) or longbow +3 ranged (1d8/×iii) Rapier +iii melee (1d6+i/18-twenty) or paw crossbow +2 ranged (1d4/19-twenty)
Space/Reach: 5 ft./five ft. 5 ft./5 ft.
Special Attacks: None Poison, spell-like abilities
Special Qualities: Elven traits Drow traits, spell resistance 12
Saves: Fort +two, Ref +1, Will -1* Fort +two, Ref +i, Will -1*
Abilities: Str xiii, Dex 13, Con ten, Int x, Wis ix, Cha 8 Str 13, Dex thirteen, Con x, Int 12, Wis 9, Cha x
Skills: Hide +1, Heed +2, Search +3, Spot +2 Hide +0, Heed +2, Search +4, Spot +three
Feats: Weapon Focus (longbow) Weapon Focus (rapier)
Environment: Temperate wood (One-half-elf: Temperate forests) (Aquatic: Temperate aquatic) (Grey: Temperate mountains) (Wild: Warm forests) (Wood: Temperate forests) Surreptitious
Organization: Squad (two-4), company (11-twenty plus two 3rd-level sergeants and ane leader of 3rd-sixth level), or band (thirty-100 plus xx% noncombatants plus i 3rd-level sergeant per x adults, v fifth-level lieutenants, and iii 7th-level captains) Squad (ii-4), patrol (5-8 plus 2 2nd-level sergeants and ane leader of third-sixth level), or band (twenty-50 plus 10% noncombatants plus i 2nd-level sergeant per v adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating: ½ 1 (encounter text)
Treasure: Standard Standard
Alignment: Usually chaotic good (Wood: Usually neutral) Normally neutral evil
Advancement: Past character class By character course
Level Adjustment: +0 +2

Elves average five feet tall and typically weigh just over 100 pounds. They alive on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a greenish-and-grayness cloak that blends well with the colors of the wood.

Elves speak Elven, and most likewise know Common and Sylvan.

Near elves encountered outside their homes are warriors; the information presented here is for 1 of 1st level.

Gainsay

Elves are cautious warriors and have fourth dimension to clarify their opponents and the location of the fight if at all possible, maximizing their advantage past using ambushes, snipers, and camouflage. They adopt to fire from encompass and retreat before they are plant, repeating this maneuver until all of their enemies are dead.

They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to find. Their wizards often use sleep spells during gainsay because these won't bear upon other elves.

Elf Traits (Ex)

Elves possess the post-obit racial traits.

  • +2 Dexterity, -two Constitution.
  • Medium size.
  • An elf's base land speed is 30 anxiety.
  • Immunity to sleep spells and effects, and a +two racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.)
  • Low-calorie-free vision.
  • Weapon Proficiency: Elves are automatically skillful with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
  • +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within five feet of a underground or concealed door is entitled to a Search check to detect it as if she were actively looking for it.
  • Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
  • Favored Class: Magician.

The elf warrior presented hither had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Subraces

The above information describes the high elf, the most mutual multifariousness. There are five other major subraces of elf, in addition to half-elves, who share enough elven characteristics to be included here.

One-half-Elf

One-half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents' physical characteristics.

One-half-Elf Traits (Ex)

One-half-elves possess the following racial traits.

  • Medium size.
  • A half-elf's base country speed is 30 feet.
  • Amnesty to sleep spells and similar magical furnishings, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-light vision.
  • +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not accept the elf's ability to find secret doors simply by passing near them.
  • +two racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not utilise in situations or settings where one-half-elves are viewed with distrust.
  • Elven Blood: For all effects related to race, a half-elf is considered an elf. One-half-elves, for case, are merely as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
  • Automatic Languages: Mutual, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Course: Whatsoever. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level form does non count.

Aquatic Elf

Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.

Aquatic elves fight underwater with tridents, spears, and nets.

Aquatic Elf Traits (Ex)

These traits are in addition to the high elf traits, except where noted.

  • +2 Dexterity, -ii Intelligence. These adjustments supervene upon the high elf's ability score adjustments.
  • An aquatic elf has the aquatic subtype.
  • An aquatic elf has a swim speed of 40 feet.
  • Gills: Aquatic elves tin survive out of the water for 1 hour per bespeak of Constitution (later that, refer to the suffocation rules).
  • Superior Low-Light Vision: Aquatic elves can see four times equally far as a homo in starlight, moonlight, torchlight, and like conditions of depression illumination. This trait replaces the high elf'south low-calorie-free vision.
  • Favored Class: Fighter. This trait replaces the high elf's favored class.

Drow click to see monster

Besides known equally dark elves, drow are a depraved and evil subterranean offshoot.

White is the virtually mutual hair color amongst drow, but almost any stake shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Drow usually glaze their arrows with a potent venom.

Poison (Ex)

An opponent hit by a drow's poisoned weapon must succeed on a DC xiii Fortitude salve or fall unconscious. Later on i minute, the subject must succeed on another DC thirteen Fortitude salve or remain unconscious for 2d4 hours. A typical drow carries 1d4-ane doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poisonous substance, just it tin can likewise be applied to a melee weapon. Note that drow have no special power to apply toxicant without risking being poisoned themselves. Since this poisonous substance is not a magical issue, drow and other elves are susceptible to it.

Drow Traits (Ex)

These traits are in addition to the high elf traits, except where noted.

  • +2 Intelligence, +2 Charisma.
  • Darkvision out to 120 feet. This trait replaces the high elf's depression-light vision.
  • Spell resistance equal to eleven + class levels.
  • +2 racial bonus on Volition saves confronting spells and spell-similar abilities.
  • Spell-Like Abilities: Drow tin use the post-obit spell-like abilities one time per day: dancing lights, darkness, faerie fire. Caster level equals the drow's class levels.
  • Weapon Proficiency: A drow is automatically proficient with the paw crossbow, the rapier, and the brusk sword. This trait replaces the high elf'due south weapon proficiency.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the loftier elf's automated and bonus languages.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 circular. On subsequent rounds, they are dazzled every bit long every bit they remain in the affected area.
  • Favored Course: Wizard (male) or cleric (female). This trait replaces the high elf's favored class.
  • Level adjustment +2.

The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex eleven, Con 12, Int 10, Wis ix, Cha 8.

Challenge Rating

Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes accept a CR equal to their graphic symbol level +1.

Gray Elf

Taller and grander in physical appearance than others of their race, greyness elves have a reputation for beingness aristocratic and big-headed (even by elven standards). They accept either silver hair and bister optics or pale golden hair and violet eyes. They prefer clothing of white, silverish, yellow, or gold, with cloaks of deep blue or purple.

Gray Elf Traits (Ex)

These traits are in addition to the high elf traits.

  • +2 Intelligence, -2 Strength.

Wild Elf

Wild elves are barbarian and tribal. Wild elves' pilus color ranges from blackness to light brown, lightening to silvery white with age. They clothes in simple article of clothing of animal skins and basic establish weaves.

Wild Elf Traits (Ex)

These traits are in add-on to the high elf traits, except where noted.

  • +2 Dexterity, -2 Intelligence. These adjustments supplant the loftier elf'southward ability score adjustments.
  • Favored Grade: Sorcerer. This trait replaces the high elf'due south favored class.

Wood Elf

Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their article of clothing is in nighttime shades of light-green and globe tones to meliorate alloy in with their natural environment.

Wood Elf Traits (Ex)

These traits are in add-on to the high elf traits, except where noted.

  • +ii Strength, -2 Intelligence.
  • Favored Grade: Ranger. This trait replaces the high elf'due south favored class.

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Source: https://www.d20srd.org/srd/monsters/elf.htm

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