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Best: 3:4 portrait (e.g. 900×1200)
Duskbough Elf
AR-Duskbough Elves r1Duskbough Elves stand a head taller than their lowland kin, six feet and more, spare and long-limbed, built like people who climb. Their skin runs the colors of their hollow home: bark-brown, weathered grey, and deep moss-green, often mottled across the shoulders. Their hair is thick and coarse - black, chestnut, or the pale grey-green of lichen - worn long and bound with cord. Their eyes are large, silver-grey, and reflective, catching light the way an owl's do. They are quiet people, slow to speak and slower to trust, keepers of a steep, mist-drowned hollow forest and of the Reckoning, a calendar of named moons recited at each new moon. They typically live four to six centuries.
NOTES
Fighter/Magic-User may cast in armor, d6 HD. Magic-User/Thief may cast in leather, d4 HD. Combination needs combined XP, best attack bonus and saves. Original Artificial Ryan race (The Duskbough Elves, itch.io supplement); text CC BY-SA 4.0.
Classes
ClericFighterMagic-UserThief
Combinations
Fighter/Magic-UserMagic-User/Thief
Hit Dice
Max d6
Duskbough Elves never roll larger than six-sided dice (d6) for hit points.
ABILITY REQUIREMENTS
STR
—
DEX
—
CON
—
max 17
max 17
INT
min 9
WIS
min 9
CHA
—
SPECIAL ABILITIES
Darkvision 60'. Find secret doors on 1-2 on 1d6 (usual 1 on 1d6); 1 on 1d6 to find one with a cursory look. Immune to ghoul paralysis. Surprise chance reduced by 1 in 1d6. Gloaming Camouflage: in dim light (dusk, dawn, deep shade, forest interior), if still, only a 20% chance of being detected; dazzled in bright light (full sun or continual light radius), suffering -1 to attack rolls. A Duskbough Thief rolls once when hiding, using the better of the Thief ability or Gloaming Camouflage.
SAVING THROWS
+1 vs. Paralysis or Petrify; +2 vs. Magic Wands and Spells.
Source: AR-Duskbough Elves r1 • Transcribed from your supplements, no hallucination.