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Please calculate 9 plus 5.


AP Value: 18 adventure points

Life Point Base Value: 2

Spirit Base Value: -4

Toughness Base Value: -6

Movement Base Value: 8

Attribute Adjustments: INT and AGI +1; SGC or STR -2

Common Cultures: Glade elves, Firnelves, Wood elves

Automatic Advantage: Spellcaster, Two-Voiced Singing (AP spent for advantages/disadvantages: Advantages 30 AP, Disadvantages 0 AP)

Strongly recommended Advantages and

Disadvantages: The following advantages and disadvantages distinguish Aventurian elves. You should choose these advantages and disadvantages. If you don’t want to take them, talk to your GM. Darksight I, Incompetence (Carousing), Needs No Sleep, Resistant to Aging, Sensitive Nose

Common Advantages: Ambidextrous, Aptitude (Singing, Music), Beautiful Voice, Contortionist, Darksight II, Direction Sense, Exceptional Sense (Hearing or Sight), Good Looks, Immunity (Black Rabies, Rabies, Lycanthropy), Improved Regeneration (Arcane Energy), Nimble, Resistant to Disease, Resistant to Poison

Common Disadvantages: Annoyed by Minor Spirits, Hair-Bound Power, True Name

Uncommon Advantages: Difficult to Enchant, Dwarf’s Nose, Resistant to Heat

Uncommon Disadvantages: Fat, Frenzy, Night-Blind, Restricted Sense

Note: As beings with the automatic advantage Spellcaster, elves automatically start the game with 20 points of AE.

Core Rules, page 91