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Date: Sat, 2 May 1992 17:26:00 CDT
From: Douglas Jahnke <CHAOTIC@KSUVM.BITNET>
Subject: Polymorphed creatures (self version)
 
IMHO....if you want to merge two races, even if it is highly unlikely,
say, a dwarf and an elf, the combination is up to you.
 
The Dwelf
 
frequency: rare
terrain: mountains and forest are most common.
Movement rate: 14"
Treasure type: incidental
HD: 1+2 to 10+2
MR: standard
Special defense: 55% charm, 75% sleep, +2 saves vs. posion, and spells
Special Attacks: none
Number attacks: varies
Damage attacks: varies
AC: 8 natural (may wear armor)
 
ability adjustments: (given for player characters)
 
Con: +1
Str: -1
char: +1

Dwelf are a rare cross breed of elves and dwarfs which tend to dwell mainly
with their dwarven clans, as their skills are more accepted as benificial
among the dwarvish community.  Elves find such unions most distasteful
and even will banish the child from their lands.  (death not being
law in the elvish philosophy)
 
Like other half breeds, the elvish side makes the Dwelf more aware
of its surroundings, and gives the same abilities a half elf receives
of human cross.  The dwarven heritage allows the dwarven abilities
such as detecting new construction, and depth underground, etc.
at normal capacity.  Hitpoints are standard for a Dwelf, as it
receives no bonus for superior con, but does get the saving throw
bonuses.
 
Class combinations of Dwelf:
 
Fighter
theif
fighter/theif
fighter/mage *may were leather, hide armor gives 25% chance of spell failure.
Mage  *may were any non-metalic armor and cast spells without penalty.
priest
fighter/priest *armor depends on priest type.
priest/theif
mage/thief  *may were only leather, hide gives 25% chance to spell failure.
 
The greatest result of the Dwelfs is the spell casting ability.  The
elven side counter balances the dwarvish inability for spell casting
other than of the priesthoods.
 
 
GRANTED: this combination has probally been made and posted before,
         but having never seen it, I offer my version.
 
Douglas out

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         -----=====Earth's Dreamlands=====-----
          (313)558-5024 {14.4} - (313)558-5517
              A BBS for text file junkies
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.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.

===========================================================================
 BBS: Mt. Olympus
Date: 01-29-92 (16:44)             Number: 258
From: CORY BERRY                   Refer#: NONE
  To: ALL                           Recvd: NO  
Subj: Dwelves                        Conf: (1) Ad&D
---------------------------------------------------------------------------
Dwelves
he Dwelves are a mixture between Dwarvs and Elves.  Most commonly a
sickmixture of Drows and Gully Dwarves.  Other types of
these classes alo were involved though.  Both races
detected the mixtures early and wee sent away along with
there whole family who had nothing to do with i.  There
family and them made tunnles going into thick mountains and
unerground.  Eventully whole towns where made of hundreds
of Dwelvin famlies.  After decades all the original dwarves
and elves where killed ff or killed themselves in vien and
the Dwelves became a proud communityspeacing there own
language Dwelvish.  The Dwelves rarley commuicate with
other races including there own past races.  With extrem
hatred towards there past kind for kicking them out of
there own ities and tribes.  They are most friendly to the
Half-Orcs for them beins so alike in the thought of how
they were rejected.  The inside of here towns are safe
unless you expect to get mugged with fist.  Weapons re not
permited past the gates.  Only royal guards have swords.
Other twn guards  are equiped with only weak clubs.  They
are a very quick andstrong and ugly to others besides there
own race.  They look good to ach other.  They are not as
bad as half-orcs.  They run under a supreme arrior called a
Getraband.  He is declared from the Getrabattle held aftr
the old Getraband has been killed.  In the Getrabattle, the
towns tn best warriors enter a pit of mud with clubs untill
all surender but oe.  Often in other communities they
whould kill, but the Dwelves are prud and it is a great sin
to kill any of there own towns people so theyjust knock out
or make them surrender.  If one is to kill he is to b
blindfolded and taken into the wilderness hundreds of miles
from the can.


--- TPBoard 6.2
 * Origin: John Webb, Sysop, Blood & Steel BBS (1:381/77)
