Aquatic Elf (Race)

==The Complete Book of Elves==
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Can choose to use any kit allowed to elves. Can choose not to use a kit at all.
Special Advantages:
* Aquatic elves have gill slits that enable them to filter air from water. Impure water, like fouled air for surface dwellers, is difficult for them to breathe.
* Aquatic elves do not have infravision, per se, above the water; however, they can locate their way or their enemies through dark and even stormy waters by a version of infravision adapted to underwater environments. They do not see heat or cold, but rather the movements of water currents.
Special Disadvantages:
* These elves cannot be out of water for extended periods because their gill slits close when exposed to air. This offsets their underwater breathing ability.
* They do not gain a +1 to hit with bows. Since bows are ineffective underwater, they have had no chance to learn the intricacies of these weapons. Only an elf who has traveled to the upper lands may learn the use of the bow, and even then this does not gain the bonus conferred by a lifetime of practice.
===Standard Elf Abilities===
Unless otherwise stated above, each elf has the following abilities:
* Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
* Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot-square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
* Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to hit. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
* Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to hit (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
* Elves move through forests and other natural terrain silently and almost invisibly. As long as elves are not attacking, they can only be spotted by someone who can spy invisible objects. When elves move through the woods, if they are careful, they will appear only as shadows of the leaves of trees, dancing in the undergrowth. This is of immense value to elves, who can thus gather information about their enemies—enemies who often do not even suspect an elven presence.
* Finally, elves have the ability to give their enemies a - 4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to —2.
 Elven Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW	RL
+5%	-5%	– 	+5%	+10%	+5%	– 	–
==Sea of Fallen Stars==
Can exceed the level limits for the allowable classes if they have high prime requisite scores (DMG Table 8).
Can choose to use any kit allowed to elves. Can choose not to use a kit at all.
Special Traits
* The +1 bonus for longsword attacks applies to either a trident or a spear for each sea elf PC.
===Standard Elf Abilities===
Unless otherwise stated above, each elf has the following abilities:
* Elves are 90% resistant to sleep- and charm-related spells. Even if they fail a check, they get the save usual for such spells.
* Elves gain a special bonus to find secret or concealed doors. Passing within 10 feet of a secret door, elves will detect it on a roll of 1 on a 1d6. If they search a 10-foot-square area, elves can find a secret door on a roll of 1 or 2 on a 1d6. Elves find concealed doors on a roll of 1, 2, or 3 on a 1d6.
* Elves gain a special bonus with bows, excluding crossbows. When firing a bow, an elf gains a +1 to hit. This does not apply to damage unless a specially made bow is used that takes advantage of a Strength bonus.
* Elves are especially good with short and long swords. Like their abilities with bows, they gain a +1 to hit (but not on damage) when using one of these weapons. This is in addition to any bonuses of the weapon itself.
* Elves move through forests and other natural terrain silently and almost invisibly. As long as elves are not attacking, they can only be spotted by someone who can spy invisible objects. When elves move through the woods, if they are careful, they will appear only as shadows of the leaves of trees, dancing in the undergrowth. This is of immense value to elves, who can thus gather information about their enemies—enemies who often do not even suspect an elven presence.
* Finally, elves have the ability to give their enemies a - 4 penalty to a surprise roll if the elf is: 1) moving alone, 2) is 90 feet away from the rest of their party, or 3) is with other elves or halflings and all are in nonmetal armor. If the elf must open a door or screen to get to the enemy, the penalty is reduced to —2.
 Elven Racial Adjustment for Thieves
PP 	OL 	F/RT	MS 	HS 	DN 	CW	RL
+5%	-5%	– 	+5%	+10%	+5%	– 	–