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- Shadow Elves: The Official AD&D(R) Game Statistics
- by Monte Cook, TSR, Inc.
- (C)1995 TSR, Inc. All Rights Reserved.
- (R) and (TM) indicate trademarks of TSR, Inc.
- This file is a rules addition to the D&D(R) accessory GAZ13 <The
- Shadow Elves>, created by Carl Sargent and Gary Thomas, edited by
- John Nephew (1990). As the MYSTARA(R) folder here shows, shadow
- elves are a very popular facet of the Known World. Now that the
- MYSTARA campaign has become an AD&D(R) setting, here is what you
- need to know to play shadow-elf player characters. As usual, it's
- assumed that the character you play will not be evil and will
- probably be an outcast from his less-than-lovable (at least as far
- as most surface-worlders are concerned) society.
- Ability Score Modifications
- +1 to Intelligence
- +1 to Dexterity
- -1 to Constitution
- -1 to Charisma
- Racial Ability Requirements
- Strength 3/18
- Dexterity 7/18
- Constitution 3/18
- Intelligence 9/18
- Wisdom 4/18
- Charisma 3/18
- Class and Level Limits
- Maximum Level
- Warrior
- Fighter 15
- Ranger N/A
- Paladin N/A
- Priest
- Cleric 15
- Druid N/A
- Wizard 18
- Rogue
- Thief 10
- Bard N/A
- (Note that these levels are higher, in most cases, than those for
- standard elves.)
- Multi-class Options: Fighter/Mage, Thief/Mage, Cleric/Mage
- Warriors
- Fighters are commonly found in any society, of any race, and
- these elves are no exception. However, there are no shadow-elf
- rangers or paladins.
- Priests
- Shadow-elf clerics are called shamans (not to be confused with
- the shamans of the humanoids in the <Complete Book of Humanoids>,
- or shamans in the upcoming <Shaman> product). These individuals are
- among the most respected members of their society. Shadow elves
- have no equivalent to the druid class (nor any need for such).
- Shamans have access to a broad base of spells, including the
- following spheres: All, Charm, Divination, Elemental, Healing,
- Necromantic, and Protection. They do not worship standard gods,
- instead following the Immortal Rafiel alone (see GAZ13 for
- details).
- Wizards
- Magic and wizards are very important to shadow-elf society.
- Shadow elves can be mages, or else specialists in the Conjuration,
- Enchantment/Charm, Alteration, and Illusion schools.
- Rogues
- Though a few thieves exist in the realms of the shadow elves, it
- is not a profession that they excel at, nor is it one they respect.
- Thieves are at the lowest rung of their society, but they do exist.
- There are no shadow-elf bards.
- Special Abilities
- Infravision for shadow elves extends 90 feet, half again as far
- as that of their surface cousins. Like all elves, they are 90%
- resistant to <sleep> and <charm> spells, but in addition they are
- completely immune to the paralyzing effect of any undead creature.
- Other types of paralysis does work against them.
- Shadow elves find secret and concealed doors with the same skill
- as other elves. Their language is a dialect of surface world elves
- (since they descended from them centuries ago), and many are
- familiar with the languages of the other underworld races such as
- gnolls, orcs, and hobgoblins.
- Shadow elves have the same chance to surprise foes as normal
- elves, but only in underground settings, or at night above ground.
- Unlike surface elves, these elves do not get a +1 bonus with a
- sword or bow.
- Age and Appearance
- Shadow elves have the same standard life span and age
- requirements as normal (high) elves. They are slightly smaller and
- slimmer. Their ears are larger and their flesh is extremely pale.
- Their hair is often white, following a general trend toward
- albinism from their long subterranean existence.
- Role-Playing Suggestions
- Despite their reputation, shadow elves don't have to be evil. As
- a general rule, however, they don't like surface world elves, or
- for that matter, any surface worlder, or for that matter, anyone
- else but other shadow elves. They are an insular society, but a few
- outcasts or exceptional individuals could break their societal
- norms to adventure with a group of surface worlders. A negative
- reaction adjustment of, say, -4 applies to any surface worlder
- meeting a shadow-elf PC, and one of -6 is gained from other elves
- from the MYSTARA campaign. For the most part, shadow elves must
- skulk in the shadows (no pun intended) of surface-world society,
- unless they really make a good reputation for themselves as
- individual heroes.
- Last Notes (from Roger E. Moore)
- Shadow elves are unknown on any other world in the AD&D game
- multiverse except the MYSTARA campaign, though individuals can
- travel wherever they like, using spells, devices, magical
- interworld gateways, or elements of the SPELLJAMMER(R) or
- PLANESCAPE(TM) campaigns.
- In addition, note that the MYSTARA campaign has undergone major
- geopolitical changes in recent years, following the events in the
- <Wrath of the Immortals> boxed set, the three <Poor Wizard's
- Almanacs>, and <Joshuan's Almanac> (due out December 1995). Shadow
- elves have fought their way to the surface world and now control
- their own kingdom, Aengmor, which is completely surrounded by
- Darokin. (Aengmor was formerly known as the elven kingdom Alfheim.)
- Consider the information in this file and GAZ13 to be the most
- accurate "pre-WotI" data available.
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