Elves tend to be somewhat shorter and slimmer than normal humans. Their features are finely
chiseled and delicate, and they speak in melodic tones. Although they appear fragile and weak, as
a race they are quick and strong. Elves often live to be over 1,200 years old, although long before
this time they feel compelled to depart the realms of men and mortals. Where they go is uncertain,
but it is an undeniable urge of their race.
Elves are often considered frivolous and aloof. In fact, they are not, although humans often find
their personalities impossible to fathom. They concern themselves with natural beauty, dancing
and frolicking, playing and singing, unless necessity dictates otherwise. They are not fond of ships
or mines, but enjoy growing things and gazing at the open sky. Even though elves tend toward
haughtiness and arrogance at times, they regard their friends and associates as equals. They do not
make friends easily, but a friend (or enemy) is never forgotten. They prefer to distance themselves
from humans, have little love for dwarves, and hate the evil denizens of the woods.
Their humor is clever, as are their songs and poetry. Elves are brave but never foolhardy. They eat
sparingly; they drink mead and wine, but seldom to excess. While they find well-wrought jewelry
a pleasure to behold, they are not overly interested in money or gain. They find magic and
swordplay (or any refined combat art) fascinating. If they have a weakness it lies in these interests.
There are five branches of the elven race; aquatic, gray, high, wood, and dark. Elf player
characters are always assumed to be of the most common type -- high elves -- although a
character can be another type of elf with the DM's permission (but the choice grants no additional
powers). To the eye of outsiders, the differences between the groups are mostly cosmetic, but
most elves maintain that there are important cultural differences between the various groups.
Aquatic elves spend their lives beneath the waves and have adapted to these conditions. Gray
elves are considered the most noble and serious-minded of this breed. High elves are the most
common. Wood elves are considered to be wild, temperamental, and savage. All others hold that
the subterranean dark elves are corrupt and evil, no longer part of the elven community.
Elves have found it useful to learn the languages of several of the forest's children, both
the good and the bad. As initial languages, an elf can choose common, elf, gnome, halfling, goblin,
hobgoblin, orc, and gnoll. The number of languages an elf can learn is limited by his Intelligence
(see the Intelligence Table) or the proficiency slots he allots to languages (if that optional system is used).
Elven characters have 90% resistance to sleep and all charm-related spells. This is in addition to the normal saving throw
allowed against a charm spell.
When employing a bow of any sort other than a crossbow, or when using a short or long
sword, elves gain a bonus of +1 to their attack rolls.
An elf can gain a bonus to surprise opponents, but only if the elf is not in metal armor.
Even then, the elf must either be alone, or with a party comprised only of elves or halflings (also
not in metal armor), or 90 feet or more away from his party (the group of characters he is with) to
gain this bonus. If he fulfills these conditions, he moves so silently that opponents suffer a -4
penalty to their surprise die rolls. If the elf must open a door or screen to attack, this penalty is
reduced to -2.
Elven infravision enables them to see up to 60 feet in darkness.
Secret doors (those constructed so as to be hard to notice) and concealed doors (those
hidden from sight by screens, curtains, or the like) are difficult to hide from elves. Merely passing
within 10 feet of a concealed door gives an elven character a one-in-six chance (roll a 1 on 1d6)
to notice it. If actively searching for such doors, elven characters have a one-in-three chance (roll
a 1 or 2 on 1d6) to find a secret door and a one-in-two chance (roll a 1, 2, or 3 on 1d6) to
discover a concealed portal.
As stated previously, elven characters add 1 to their initial Dexterity scores. Likewise, as elves are
not as sturdy as humans, they deduct 1 from their initial Constitution scores.
Racial Ability Adjustments:
+1 Dexterity
-1 Constitution