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Aratir Falas

Grey Elf Racial TP

Copyright 2000 Jonathan Dale

Edited by R.C. Kirkland for The Guild Companion

Racial Training Package: Aratir Falas
("noble watchers of the shore") (L)

As with their brethren, the Grey Elves are skilled in magic and bow. They use both to defend against what threats come against them on land. But living on the edge of the sea they are accustomed to dealing with dangers from the sea as well: sea trolls, shuikmar, and the many creatures of the deeps. Some among the Grey Elves are especially trained to face such threats and protect the coastal villages.

Randlin picked up the dagger and tied it with a leather thong to the inside of his calf. He fastened a second to his upper arm. He took up his spear and tested its edge, then looked out across the waves. Slightly choppy, enough to cover the sound of swimmers but not enough to give them trouble, and a light fog rolling in. Perfect weather for raiders. This was no night for getting distracted. With a graceful dive off the pier he slipped into the water and began his patrol.

Time to Acquire: 120 months

Starting Money: normal

Special:
Melee Weapon (+10 non-magical)50
Melee Weapon (+5 magical)30
Gratitude of a ship captain20
Daily II item (water magic or protective)20
Recognition as a dedicated protector100
Athletic • Endurance skill category2
Swimming2
Awareness • Senses2
Water awareness2
(Awareness during swimming, underwater combat, etc.)
Combat Maneuvers skill category0
Underwater Fighting2
Lore • General1
Fauna Lore, specialization: Ocean1
Lore • Obscure1
Ocean Races (shuikmar, etc.)1
Outdoor • Environmental skill category1
Survival, specialization: Underwater1
Weather-watching1
Spells • Essence TP spell category0
Underwater Combat3
Weapon • Pole-arm skill category1
Spear1
Weapon • One-Handed Edged skill category1
Knife1

Stat Gains: none

Cost By Profession
Fighter41Lay Healer70Thief44
Healer85Rogue44Mystic83
Warrior Monk48Sorcerer82Layman45
Ranger41Magician81Paladin43
Illusionist79Monk49Cleric63
Dabbler47Animist61Bard51
Mentalist70Magent49Arcanist77
Chaotic46Wizard77Magehunter38
Chan. Alchemist59Ment. Alchemist62Ess. Alchemist65
Taoist Monk49Zen Monk54Runemage81
Warrior Mage42Mana Molder81Priest63
Warlock83Summoner83Mythic46
Seer67Astrologer75Enchanter81
Armsmaster43Barbarian39Outrider39
Sage46Swashbuckler38

Essence TP spell list • Underwater Combat

Lvl

Spell

Area of Effect

Duration

Range

Type

1)

Swimming I

caster

30 min

self

U

2)

Periscope

caster

30 min

self

U

3)

Swimming II

caster

30 min

self

U

4)

Watervision

caster

30 min

self

U

5)

Waterlungs

caster

30 min

self

U

           

6)

Undersea Body I

caster

30 min

self

U

7)

Water Facade

caster

10 min

self

U

8)

Fog

50'R

P

100'

E

9)

Unfog

50'R

P

100'

E

10)

Fogvision

caster

30 min

self

U

           

11)

Undersea Body II

caster

1 hour

self

U

12)

Calm Water

100' R

C

100'

E

13)

Underwater Archery

caster

10 min

self

U

14)

Changing Lungs

caster

30 min

self

U

15)

WaterSense

caster

30 min

self

U

           

16)

Waterform

caster

5 min

self

E

17)

Wave

10'X1000'

--

100'

F

18)

19)

20)

Underwater Warrior

caster

1 hour

self

U

           

25)

Whirlpool

30'R (300'R)

C

500'

F

30)

50)

Waterform True

caster

1 hour

self

E

1. Swimming I—The target may swim at his normal base movement rate (i.e., as fast as he can walk), with no exhaustion points spent, for the duration. If he stops swimming, the spell is cancelled.

2. Periscope—Caster can observe as if his point of reference was up to 20 feet away. There can be no intervening barriers other than liquid.

3. Swimming II—As Swimming I except that the target may swim at double his normal base movement rate (i.e., as fast as he can run).

4. Watervision—Target can see 100' even in murky water.

5. Waterlungs—Target can breathe water but not air.

6-Undersea Body I – Caster’s body becomes attuned to the underwater environment cutting all penalties for movement and combat in half. Caster is also immune to water pressure and cold water temperature. This does not protect the caster from wind, ice, or cold spells. This spell is generally only required for exceptionally deep dives or dives in cold climates.

7. Water Facade—The target takes on a watery appearance, and thus becomes almost invisible while in the water. In many cases this could be handled with a Stalking/Hiding bonus between 25 and 75. Also, the watery appearance makes attacks more difficult, subtracting 10 from all attacks (not cumulative with Blur).

8. Fog—Creates a dense fog.

9. Unfog—Disperses any fog in the area of effect. If all of a fog is not dispersed (i.e., the fog covers a greater area than the area of effect for this spell), the fog will refill the area of effect at a rate of 10'R every 1-5 minutes.

10. Fogvision—Target can see 100' in any precipitation or gas.

11- Undersea Body II – Same as Undersea Body I, except the caster takes no penalties for underwater maneuvers and combat. This does not allow the caster to use weapons generally ineffective underwater such as whips, slings, and bows.

12. Calm Water—Water within radius is calmed. Waves are cut by 20' in center and less towards the perimeter.

13. Underwater Archery—As Underwater Movement, plus the target may use a missile or thrown weapon at no penalty (the missiles remain under the effect of the spell until reaching their target).

14. Changing Lungs—As Waterlungs, but target can breathe water or air at will.

15. Waterform—As Water Facade, but caster and everything on his person actually become water for the duration of the spell. He is unaffected by all non-magical attacks, but may not attack or cast spells. He may move 250'/round.

16-WaterSense – The caster is able to detect moving objects within 100’ R by the currents they create. This perception allows the caster to perceive through any darkness or illusion, but provides no details beyond the presence, speed, and general size of the object.

17. Wave—Creates a wave moving away from the caster. Wave is 1' high per level at the center and 10' per level wide.

20. Underwater Warrior—As Swim II, Waterlungs, Watervision and Undersea Body.

25. Whirlpool—Creates a 30'R whirlpool that will draw in any unpowered objects up to 300' away. Powered objects may make a very hard movement maneuver to resist the pull of the whirlpool.

50. Waterform True—As Waterform, but the caster may move up to 350'/round and may cast spells.

Editor's Note

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