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This is taken from the official WOTC Definition for the Drow race and this definition of elven subraces.

My changes for the Ascending Elf are marked as strikethrough.
Additions are marked in green.

Ascending Elf Racial Features (3rd Ed.)

Ability Score Adjustments: +2 Dexterity, -2 Constitution, +2 Intelligence.

Alignment: Ascending Elves are Chaotic Neutral

Size: Ascending Elves are Medium size.

Speed: Ascending Elf base land speed is 30 feet.

Proficiencies: An Ascending Elf is proficient with the hand crossbow, rapier, longsword, and short sword.

Additional proficiencies: An Ascending Elf is proficient with the elven longknife.
The elven longknife is an exotic weapon with these traits:
Type: One-handed Melee, Slashing
Damage: 1d6
Critical: 18-20/x2
Weight: 2 lb.
Cost: cannot be purchased; this weapon is made by elves, for elves
Special: the Weapon Finesse feat applies to this weapon

Skill Bonuses: An Ascending Elf has a +2 racial bonus on Listen, Search, and Spot checks. Furthermore, an Ascending Elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if he were actively looking for it.

Darkvision (Ex): An Ascending Elf has darkvision to a 60-foot range.

Darkvision (Ex): A 1st-level drow's darkvision range increases to 120 feet.

Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a drow for 1 round. On subsequent rounds, he is dazzled as long as he remains in the affected area.
Light Sensitivity (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) dazzles an Ascending Elf for 2 rounds. Dazzled: Unable to see well because of overstimulation of the eyes. A dazzled creature takes a -1 penalty on attack rolls, Spot checks, and Search checks.

Dancing Lights (Sp): An Ascending Elf may use dancing lights (caster level equals Ascending Elf's character level) once per day.

Faerie Fire (Sp): At 1st level, the Ascending Elf may use faerie fire (caster level equals Ascending Elf's character level) once per day.

Darkness (Sp): At 2nd level, the Ascending Elf may use darkness (caster level equals Ascending Elf's character level) once per day.

Poison (Ex): An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.

Spell Resistance (Su): At 1st level, the drow gains spell resistance equal to 5 + character level. At 2nd level, her spell resistance increases to 11 + character level.

Saving Throw Bonuses (Ex): At 2nd level, an Ascending Elf gains a +2 racial bonus on Will saves against spells and spell-like abilities.

Immunities (Ex): An Ascending Elf is immune to magic sleep effects.

Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.

Favored Class: Wizard (male) or cleric (female). A multiclass Ascending Elf's wizard or cleric class (male or female, respectively) does not count when determining whether an experience point penalty applies.

The Ascending Races Main

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