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SEA ELF  (Seerolve)

Sea Elves © Larry Elmore

Sea Elves are akin to mermen as land elves are to men. Found almost exclusively among heavy weed beds in quiet sheltered salty waters. They are great friends of the dolphins. They trade with land elves for metal goods (they are unable to forge metal underwater) for rare items found in the sea.

Identity:  Varies
Side:  Any (usually Neutral)
Climate:  Temperate to Tropical
Terrain:  Aquatic
Organization:  Bands
Diet:  Omnivore
Language:  Elvish dialect

Level:  3 (NPC)
Sex:  Male or Female
Height:  5' 3" (male), 4' 9" (female)
Age:  Elves are a long lived species.
    Young Adult: 75 to 150
    Mature: 151 to 450
    Middle Aged: 451 to 700
    Old: 701 to 1000
    Venerable: 1001 to 1200
Training:  +1 Accuracy with Armed HTH Combat

Powers: 
1. Body Power (Sea Elven Racial Abilities):  All Sea Elves share the following abilities.
        a. Body Power (Sea's Grace): WWhen in natural surroundings, such as a weeds or reefs, a sea elf is almost invisibile (opponent's Detect Hidden and Detect Danger rolls are halved). Weeds or reefs offer no hindrence to a sea elf's movement rates.
        b. Bonus Languages: Locathah, Merman & Sahuagin
        c. Heightened Aglity A +4
        d. Heightened Charisma A +10
        e. Heightened Senses (Infravision): Can see in normal darkness (no combat penalties) up to a range of 60'.
        f. Heightened Senses (Keen Vision): Elven vision is exceptionally sharp and accurate. Double all Detection rolls. Elves do not suffer a range penalty unless the distance is greater than 61" and even then, their range penalty is one range level less than the actual distance involved (-1 at ranges of 61 to 120, -2 at ranges of 121 to 240, etc.).
        g. Speed Bonus: +30" to swimming.
2. Natural Weaponry Skill:  +1 to hit (includes Training Bonus), +1 Damage (includes Training Bonus).
3. Weakness (Prejudice):  Sea Elves are aquatic by nature and are distrusted by those living on land. There is much animosity between the two worlds - the one above the waves and the one below - except where terrestrial elves are involved. Sea Elves often trade with High Elves for the goods they cannot make themselves.

Weight:  130 lbs. (male), 90 lbs. (female)
Basic Hits:  3 (male), 2 (female)
Agility Mod:  +2

Strength:  13 (male), 12 (female)
Endurance:  15
Agility:  15 (male), 16 (female)
Intelligence:  14
Charisma:  20 (male), 24 (female)

Reactions from: Good:  –3 (male), –4 (female)     Evil:  –3 (male), –4 (female)
Hit Mod.: (1.3)(1.8)(1.4)(1.1) =  3.6036
HPs (Male):  11
HPs (Female):  8
Damage Mod.:  +1
Accuracy:  +2
Healing Rate:  1.2 (male), 0.8 (female)
Power:  57
Carrying Capacity:  240 lbs. (male), 145 lbs. (female)
Basic HTH Damage:  1d4
Movement Rates:  43" ground, 41" swimming.
Detect Hidden:  10%
Detect Danger:  14%
Inventing Points:  4.2
Inventing (42%): 
Knowledge Areas:  Sea Elven Lore, Navigation & Ocean Lore
Notes:  Sea Elves are also known as Seerolve in Neblin (Gnomish). Neblin has been adopted as the scholarly taxonomic language of the Flanaess.
Training Bonuses: 
        2nd Level:     +1 Accuracy with Armed HTH Combat
        3rd Level:     +1 Damage with Armed HTH Combat
Weapons: 
        Aquatic Crossbow:   +3 to Hit, HTH + 1d6 Damage, Range 60" (male), 64" (female).
        Net:   +4 to Hit, Special (1d12 Basic HTH Damage vs. victim's Basic HTH Damage roll), Range 8".
        Spear:   +1 to Hit, HTH + 1d4 Damage, Range 15" (male), 16" female).
        Trident:   +1 to Hit, HTH + 1d6 Damage, Range 15" (male), 16" female).
Armour (ADR 20): 
        Coral Shirt:   ADR 20 (Partial).

To Hit (Unarmed HTH):
+2
Damage (Unarmed HTH):
1D4 + 1
To Hit (Armed HTH):
+ 3 + weapon
Damage (Armed HTH):
1d4 + 2 + weapon

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