Eladrin

RACIAL TRAITS

Average Height: 1,65m – 1,85m
Average Weight: 58kg – 80kg
Ability Scores: +2 Intelligence, +2 Charisma or +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Low-Light
Languages: Common, Elven
Skill Bonuses: +2 Arcana, +2 History

Eladrin Education: You gain training in one additional skill.
Eladrin Weapon Proficiency: You gain proficiency with the longsword.
Eladrin Will: You gain a +1 racial bonus to your Will defense. In addition, you gain a +5 racial bonus to saving throws against charm effects.
Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.
Trance: Rather than sleep, eladrin enter a meditative state known as trance. You need to spend 4 hours in this state to gain the same benefits other races gain from taking a 6-hour extended rest. While in a trance, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Fey Step: You have the Fey Step power.

Fey Step
Eladrin Racial Power
You step through the boundary between the planes, disappearing for a moment before reappearing somewhere else.
EncounterTeleportation
Move ActionPersonal
Effect: Teleport up to 5 squares.

Dune traders spread tales of cities hidden in mirages,
oases that vanish with the rising sun, and travelers carried off to noble palaces invisible to the mortal eye. The stories of hidden kingdoms in the desert are true in part. They describe the realms of the eladrin, denizens of the Lands Within the Wind (also some times called the Feywild).

Eladrin are almost completely unknown to most Athasians. They are thought to be a perilous race of enchanters who ward their secret towers and unseen palaces with madness and illusion. In truth, the fey realm has all but vanished, and the few eladrin out posts that remain there are crumbling into ruin as their land is burned away by defiling magic.

Eladrin regard their hidden realms as the last yes
tige of civilization remaining in (or near) the world. This attitude makes eladrin haughty, condescend ing, decadent, and demanding. The race abandoned arcane magic long ago, viewing it as the agency by which their home plane was destroyed. Instead, they turned to psionic power and delved deeply into the Way; eladrin psions are among the most knowledge able and dangerous individuals on Athas. The very concept of using arcane magic is anathema to eladrin, and they fiercely guard the remaining fragments of
their home against reckless spellcasting.

Eladrin adventurers are rare in the mortal world. Some are exiles, driven out oftheir native realms under a death sentence for practicing forbidden magic. Some are spies or messengers, tasked with watching the sorcerer-kings or rallying opposition to the tyrants. Most are refugees who have left their fading home lands behind in search of a new way of life.

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Eladrin

Dark Sun tdashi